Dienstag, 10. Dezember 2013

Perlin Noise Terrain

Since a terrain will also be needed, I implemented a simple perlin noise terrain generator today. It will need more work before its useable along with the voxel raycasting.


Freitag, 6. Dezember 2013

Speed Crafting

I tried to see whats possible in a short amount of time. Creating the environment below took 2 hours to create (blocks and a very simple level)


Mittwoch, 4. Dezember 2013

Specular Rendering Support inside the Editor

Now the rendering inside the editor renders the specular colors properties too.




Dienstag, 3. Dezember 2013

New Colorpicker

Minor update - added a new color picker to replace the former palette


Montag, 2. Dezember 2013

Specular support for the Editor

First result including specular created in the editor


Mittwoch, 27. November 2013

Color & Normal Compression Result

The screenshot below shows the result; includes specular lighting.
Octree: 115 MB , 2.88 bytes / voxel (including specular, glow, and more components),
Resolution : 4096x4096x4096 voxels

Using zip for storing the octree on disk reduces the size to ~1.44 bytes/voxel
( This includes color, normal, position and LOD data )

Comparison to common compression methods:

Color compression, DXT1: 0.5 byte / pixel
Normal compression, 3dc: 1 byte / pixel (only tangent space, no arbitrary normals!)
Linear octree: ~2.275 bit / voxel (for a surface, ~4 of 8 bit/node are used)

For CRUNCH, it provides ~1 bit/pixel for color and ~2 bit / pixel for normals.
https://www.youtube.com/watch?v=7bJ-D1xXEeg
https://code.google.com/p/crunch/


Example with 4 different specular power settings





Freitag, 22. November 2013

Color & Normal Compression

The new version uses 24 bit colors with color & normal compression. It achieves a 1:9 compression ratio compared to uncompressed storage. Speed impact is about 5-10%.