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#Actualvoodoodrul

Posted 06 July 2013 - 12:42 PM

Thanks MarkS. The community here is really helpful. I think I've solved most of my current issues and I think I'm getting some really decent performance out of my prototype voxel renderer. I want to share it with the world so I'll post a link to my app here: 

 

https://voodoo.arcanelogic.net/CYDI-latest.jar

 

If anyone cares, this represents about 4-5 weeks of entirely from-scratch effort to teach myself OpenGL. Despite being a programmer for a few years, I have never worked with graphics programming before and I just wanted to see how long it would take to get something simple off the ground. 

 

My renderer uses perlin noise to generate a seeded, random, and unique heightmap with each app restart and uses chunked rendering to page in and out chunks/tiles. 

 

Controls are Minecraft-like. Space to jump, double space to fly up, shift to fly down. Turn off camera collision to fly outside the chunk boundaries. Move around faster with +/- keys. Then turn up the view distance (F5) and turn off vsync (F8) and take in the view. 

 

Oddly, I get really excellent performance on Intel integrated graphics cards - on an HD 5000 card I'm generally getting 60fps with a million exposed block faces. 250-300fps with view distance 11, which I think is plenty. Still holds 60fps at view distance 33 which I think is nutty, especially for an integrated graphics card...

 

My GTX 690, though, holds steady at ~2450 fps. smile.png


#2voodoodrul

Posted 06 July 2013 - 12:37 PM

Thanks MarkS. The community here is really helpful. I think I've solved most of my current issues and I think I'm getting some really decent performance out of my prototype voxel renderer. I want to share it with the world so I'll post a link to my app here: 

 

https://voodoo.arcanelogic.net/CYDI-latest.jar

 

If anyone cares, this represents about 4-5 weeks of entirely from-scratch effort to teach myself OpenGL. Despite being a programmer for a few years, I have never worked with graphics programming before and I just wanted to see how long it would take to get something simple off the ground. 

 

My renderer uses perlin noise to generate a seeded, random, and unique heightmap with each app restart and uses chunked rendering to page in and out chunks/tiles. 

 

Controls are Minecraft-like. Space to jump, double space to fly up, shift to fly down. Turn off camera collision to fly outside the chunk boundaries. Move around faster with +/- keys. Then turn up the view distance (F5) and turn off vsync (F8) and take in the view. 

 

Oddly, I get really excellent performance on Intel integrated graphics cards - on an HD 5000 card I'm generally getting 60fps with a million exposed block faces. 250-300fps with view distance 11, which I think is plenty. Still holds 60fps at view distance 33 which I think is nutty, especially for an integrated graphics card...

 

My GTX 690, though, holds steady at ~2450 fps. smile.png

 

If anyone has suggestions on what to do for next steps on this project, please let me know. I am thinking of blogging about the process, but writing for the sake of writing bores me. Maybe there are others out there interested in starting to build some sort of open source rendering framework based on this. Just throwing out ideas here..  


#1voodoodrul

Posted 06 July 2013 - 12:31 PM

Thanks MarkS. The community here is really helpful. I think I've solved most of my current issues and I think I'm getting some really decent performance out of my prototype voxel renderer. I want to share it with the world so I'll post a link to my app here: 

 

https://voodoo.arcanelogic.net/CYDI-latest.jar

 

If anyone cares, this represents about 4-5 weeks of entirely from-scratch effort to teach myself OpenGL. Despite being a programmer for a few years, I have never worked with graphics programming before and I just wanted to see how long it would take to get something simple off the ground. 

 

My renderer uses perlin noise to generate a seeded, random, and unique heightmap with each app restart and uses chunked rendering to page in and out chunks/tiles. 

 

Controls are Minecraft-like. Space to jump, double space to fly up, shift to fly down. Turn off camera collision to fly outside the chunk boundaries. Move around faster with +/- keys. Then turn up the view distance (F5) and turn off vsync (F8) and take in the view. 

 

Oddly, I get really excellent performance on Intel integrated graphics cards - on an HD 5000 card I'm generally getting 250-300fps with a million exposed block faces. 

 

My GTX 690, though, holds steady at ~2450 fps. :)

 

If anyone has suggestions on what to do for next steps on this project, please let me know. I am thinking of blogging about the process, but writing for the sake of writing bores me. Maybe there are others out there interested in starting to build some sort of open source rendering framework based on this. Just throwing out ideas here..  


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