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  1. #11
    I've recently been more and more excited about voxel games, as you can see from some of my creations in starmade
    https://www.dropbox.com/s/bs4cj7x1vz98cmf/station1.png


    But i also know lots of ways to make game features that don't yet exist. Not going into details about those, but one thing is the "infinite world". Does your voxel engine support that? Or would it run dry on memory after exploring a while. It is difficult to find optimization tips for the subject. Some things i can assume:
    - Do not save chunks on disk if no modifications are done to them. They can be regenerated on request.
    - Very big octtree and frustum culling should be used. Details on the octtree behavior regards to infinite world might not be simple though. By "infinite" we would mean limit of signed 32-bit integer for single block coordinates, and looping endlessly if possible.
    - Generation from noise is the trivial part, although could also be used as optimization. For example 1 noise-map that is on whole chunk level, being quick lookup for knowing whether that chunk will have any blocks at all. For example, if
    BlockHasAir:=ChunkNoise+DetailNoise*0.2>-0.3
    it was calculated like that, then we could say that BlockHasAir is always false when ChunkNoise < -0.3-0.2.

    And actually i'm propably not considering surface-like world at all, but 3D noise that makes unique floating islands and continents in 3 infinite dimensions.
    Last edited by User137; 31-07-2013 at 08:17 AM.

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