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EQNext and Landmark are using a voxel engine. I can't speak to implementation on the EQNext side as it's not in a publicly testable form yet, but on the Landma
by larzang 11y ago
EQNext and Landmark are using a voxel engine. I can't speak to implementation on the EQNext side as it's not in a publicly testable form yet, but on the Landmark side it's been quite a while since we've seen any meaningful engine improvements and it's rather primitive in many respects.
Things like having to elaborate hacks to get sub-voxel shapes and imperfect precision with rendering intersecting edges seem like limitations of any voxel based design, while the crude handling of lighting and reflections and very short LOD distance seems to be intentional limitations for performance reasons (and understandable given average voxel counts in player-created areas).
- TheLoneWolfling 11y agoOne other issue with voxel engines is isotropy, or rather, anisotropy. (If you don't recognize what that is, it's the property of having identical properties in all directions, or rather the lack thereof.) In a voxel engine, you generally can't rotate things by arbitrary amounts. Ditto, physics doesn't work the same way in all directions. Ditto, things are substantially more complex to render in certain directions (look at MC rendering a diagonal wall versus a straight one, for instance.) Though there are ways around some of this, e.g. [1] [1] http://www.mariomarkus.com/hp5.html http://www.mariomarkus.com/hp5.html