multi layer voxel engine

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0 comments, last by GameDev.net 24 years, 7 months ago
i've had an idea,,,, how about making a multi-layer-voxel engine ?

if you use 3 bitmaps to define a landscape instead of one you can get beutiful results, like for example, tunnels or houses (with windows and all) or bridges...

this gives you the advanges of a voxel engine (doing comlex scenes with low CPU) but not limited to only a simple landscape.

you can have your artist make a wonderful scene of hills and tunnels and houses with thousands of polygons in a 3d program and convert the polygon scene into a 3-layer voxel with a simple algorithm (although slow). the result would be (at least to my imagination) an amazingly comlex scene that can run pretty fast...

then again,, i could be wrong, maybe more than one layer would make the algoritm too slow. i dont know.

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The multi-layering tehnology was already used in Vangers game. They already copyright it and call Surmap-ART - this tehnology allows you to create large, dynamically changing worlds in real time. Also i'm sure there was not only voxels...
Anyway, i think they use only 2 layers of voxel.

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FlyFire/CodeX
http://codexorg.webjump.com

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