Alright as the title suggests there are 10+ million voxels with a high fps (100+ usually), the exception is to the video as hypercam does slow my computer down when recording.
[youtube]etGEECazCpk[/youtube]
Anyways, this shows a 256x256x256 chunk of land being rendered with a good fps ratio.
For a proof of better fps (and for more interesting details my game has) here are some image as well!
The next four are some images of day and night:
Some more screens (except with water):
For any of you wondering, the terrain is rendered using a 3d simplex noise (aka improved perlin) and for caves I use 3d rigid noise.
Anyways, I hope you like this W.I.P!
UPDATE 1:
On going chunk generator:
[youtube]TJ7oaXBnluQ[/youtube]
As you can see though, it still needs some work... (Like the low fps and slightly slow generations)
10+ million voxels with high fps
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- Gnoblar
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10+ million voxels with high fps
Last edited by hansiec on Wed Dec 19, 2012 12:06 am, edited 1 time in total.
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- OGRE Retired Team Member
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Re: 10+ million voxels with high fps
Awesome!
How did you mix the simplex noise with the 3d rigid one?
How did you mix the simplex noise with the 3d rigid one?
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- Google Summer of Code Student
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Re: 10+ million voxels with high fps
Nice one! What's 3d rigid noise? Any papers available?
Google Summer of Code 2012 Student
Topic: "Volume Rendering with LOD aimed at terrain"
Project links: Project thread, WIKI page, Code fork for the project
Mentor: Mattan Furst
Volume GFX, accepting donations.
Topic: "Volume Rendering with LOD aimed at terrain"
Project links: Project thread, WIKI page, Code fork for the project
Mentor: Mattan Furst
Volume GFX, accepting donations.
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- OGRE Retired Team Member
- Posts: 972
- Joined: Mon Jun 02, 2008 6:52 pm
- Location: Berlin
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Re: 10+ million voxels with high fps
Good question, too. What is rigid noise?
My Google-Fu is weak on this one.
My Google-Fu is weak on this one.
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- Gnoblar
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Re: 10+ million voxels with high fps
Rigid noise is like perlin noise except it generates more rigid values. (or atleast it's what libnoise says)
Here's a link to what I used for the noises: http://libnoise.sourceforge.net/
The mixing with the noise's are easy:
if simplex_noise > 0 {
do stuff
}
if rigid_noise > 0.80 {
block = air
}
Just a note: The simplex noise is called "improved perlin" sometimes. (The difference is that simplex is much faster, easier, and doesn't need a grid to work) This goes for any who didn't know the difference.
Here's a link to what I used for the noises: http://libnoise.sourceforge.net/
The mixing with the noise's are easy:
if simplex_noise > 0 {
do stuff
}
if rigid_noise > 0.80 {
block = air
}
Just a note: The simplex noise is called "improved perlin" sometimes. (The difference is that simplex is much faster, easier, and doesn't need a grid to work) This goes for any who didn't know the difference.