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Thread: Thyandyr's voxel engine

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  1. #1
    TStack would be better for those lists that do not need to search for specific content, which is most of the lists in the Chunk manager. I think I'll update it (as you see I have no pre-knowledge on anything). Actually I need it to be TDictionary. But anyway, what is the difference between TStack.Pop and TStack.Extract? Docs say both remove and return.

    TDictionary has method called TrimExcess made me think maybe it does not release the used memory automatically. Which would be nice in my case. Had it been so I could had the benefits of both the 'static' (or increase on demand) size and arbitrary indexes.

    The load, unload etc lists will pump up and down in size constantly. Wouldn't it be beneficial if they grew in size but never shrank even when empty, or took the theoretical maximum size and kept at that.
    Last edited by Thyandyr; 06-11-2017 at 06:28 PM.

  2. #2
    Achieved:
    • TChunkManager per frame update (TChunks load, create, unload etc. few items per frame)
    • Each TChunk in separate VBO
    • Frustrum culling on Camera change (TChunk.InFrustrum = boolean). VBO stays in but does not get drawn if not in frustrum.
    • VBO freed on TChunk unload


    Managed to introduce annoying stutter effect on fast camera movements.

  3. #3
    I'm back from few weeks holiday. I have no idea what I am doing but somehow I manage to make some progress.

    Stutter is fixed, frustrum culling is working much better too (only on one plane, need to add 4 more.

  4. #4
    Quote Originally Posted by Thyandyr View Post
    ...frustrum culling is working much better too
    Now with 4 planes and distance is handled by other means. Nice job me!

  5. #5

  6. #6
    Nice progress there.

  7. #7
    Changed from keeping track of neighbouring chunks and accessing their data, to n+2^3 array that just keeps extra layer (redundant) of data around the real data. for chunk edge drawing and occlusion. Works much better.


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