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Volumetric terrain #117

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bfops opened this issue Mar 17, 2015 · 3 comments

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@bfops
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commented Mar 17, 2015

Store/generate/modify terrain with volumetric data structures (something voxel-ish).

  • Sparse Voxel Octree (86962f8)
  • Isosurface extraction (generate a mesh from the SVO) (86962f8).
  • Collision detection between Aabb3s and SVO (#120).
  • Voxels of different materials (#121).
    • Voxel trees (#122).
  • Represent the same space at several LODs (relevant: bfops/bit-svo#2).
  • Voxel terrain generation (generate SVO data from the heightmap) (2a3c4f9).
  • Terrain texturing (this might be useful) (20994f2).

@bfops bfops added the internal label Mar 17, 2015

@bfops bfops self-assigned this Mar 17, 2015

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commented Mar 17, 2015

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.

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commented Mar 18, 2015

WIP on the voxel branch.

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commented Mar 29, 2015

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 bfops closed this Mar 29, 2015

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