10+ million voxels with high fps

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hansiec
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10+ million voxels with high fps

Post by hansiec »

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!

Image

The next four are some images of day and night:
Image
Image
Image
Image

Some more screens (except with water):
Image
Image

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)
Last edited by hansiec on Wed Dec 19, 2012 12:06 am, edited 1 time in total.
TheSHEEEP
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Re: 10+ million voxels with high fps

Post by TheSHEEEP »

Awesome!

How did you mix the simplex noise with the 3d rigid one?
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PhilipLB
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Re: 10+ million voxels with high fps

Post by PhilipLB »

Nice one! What's 3d rigid noise? Any papers available? :)
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TheSHEEEP
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Re: 10+ million voxels with high fps

Post by TheSHEEEP »

Good question, too. What is rigid noise? :D
My Google-Fu is weak on this one.
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hansiec
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Re: 10+ million voxels with high fps

Post by hansiec »

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.
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