Join GitHub today
GitHub is home to over 40 million developers working together to host and review code, manage projects, and build software together.
Sign upVolumetric terrain #117
Comments
bfops
added
the
internal
label
Mar 17, 2015
bfops
self-assigned this
Mar 17, 2015
This comment has been minimized.
This comment has been minimized.
|
Based on this article and some thinking, I'm thinking we treat everything as a contiguous volume. We store a sparse voxel octree, where each cell is either entirely inside or entirely outside the volume, or it contains a single surface vertex and a record of where the surface intersects the edges. If the surface intersects an edge, all the cubes adjacent to that edge (four of them) intersect the surface, too, so we generate four triangles using the four cubes' vertices and the intersection point of the edge. |
This comment has been minimized.
This comment has been minimized.
|
WIP on the voxel branch. |
This comment has been minimized.
This comment has been minimized.
|
Moving the pre-volumetric terrain to the pre-svo branch, merging the voxel branch into master, and moving leftover list items into separate issues. |
bfops commentedMar 17, 2015
Store/generate/modify terrain with volumetric data structures (something voxel-ish).
1/2^nwidth voxels (1b0f866).Aabb3s and SVO (#120).