4 ms·
I'd be curious to know what the new algorithm is that dispenses with "chunk loading" allows all scene data to appear instantly.
by pervycreeper 11y ago
I'd be curious to know what the new algorithm is that dispenses with "chunk loading" allows all scene data to appear instantly.
- phkahler 11y ago>> I'd be curious to know what the new algorithm is that dispenses with "chunk loading" allows all scene data to appear instantly. Looks like instancing to me. There isn't really that much data shown at once.
- gavanwoolery 11y agoIts all "unique" - have a look at: https://twitter.com/gavanw/status/590884138871230464 https://twitter.com/gavanw/status/590884138871230464 That said, the uniqueness is limited to the generation algorithms and parameters you pass to those algorithms. Each cell can be completely unique, I vary the color and shape here but you could vary any generation param.
- corysama 11y agoI expect that it's signed distance field ray marching. You can see a demo of the tech here: http://m.youtube.com/watch?v=lwFVlNytq0Q http://m.youtube.com/watch?v=lwFVlNytq0Q And a presi of how that demo works here: http://on-demand-gtc.gputechconf.com/gtcnew/on-demand-gtc.php?searchByKeyword=Timeless&searchItems=&sessionTopic=&sessionEvent=&sessionYear=&sessionFormat=&submit=&select= http://on-demand-gtc.gputechconf.com/gtcnew/on-demand-gtc.ph...
- VikingCoder 11y agoWow, thanks!
- superqd 11y agoYeah, when I saw the video on the VoxelQuest site it immediately reminded me of this demo of raymarching/signed-distance-fields: https://dl.dropboxusercontent.com/u/27844576/raymarch/raymarching.html https://dl.dropboxusercontent.com/u/27844576/raymarch/raymar...
- gavanwoolery 11y agoYep, it uses SDF in the detail pass :)
- gavanwoolery 11y agoBasically its the difference between calculating a full volume and just the surface of that volume. The old chunks had to store points or cached bitmaps (depending on if it was the isometric method or the perspective method). The new method stores nothing, and generates the scene instantly based on the camera's viewing volume. As mentioned above, its really simple stuff (at least, as simple as this stuff gets!), not new - it is based on distance field marching and grid marching.