Freitag, 13. März 2009
Soft Voxels
Today I added depth of field to soften the edgy voxels a littelbit. Its very simple - the smoothing radius just depends on the actual depth.
Donnerstag, 12. März 2009
New Release
Today its time for a new release. Major mapping bugs are fixed and the colors look better now (I hope).
[-Demo Version v2-] ( Cuda 2.1 )
I also posted the Demo as IOTD on GDev as I think its worth to see.
[-link-]
[-Demo Version v2-] ( Cuda 2.1 )
I also posted the Demo as IOTD on GDev as I think its worth to see.
[-link-]
Dienstag, 10. März 2009
Happy Buddha reloaded
Any limit?
View distance set to 4.000.000 - still interactive (18fps). To have unique voxels everywhere is a problem in this case however.
Here we can also see an advantage of the RLE structure - its very easy to generate procedural mountains. With octree-raycasting it might be possible too, but right now I dont have an idea how this could work easily.
Here we can also see an advantage of the RLE structure - its very easy to generate procedural mountains. With octree-raycasting it might be possible too, but right now I dont have an idea how this could work easily.
Montag, 9. März 2009
Anti-Aliasing
Freitag, 6. März 2009
Maximal complexity ?
Donnerstag, 5. März 2009
Better Performance
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