The Sunset Strider,
Prime Members - Reputation: 2876
Posted 15 January 2012 - 05:17 PM
The voxel 'engine' is implemented in a single shader program. Each voxel tile is 16x16x16 voxels, and the map consists of 256w x 128h x 64d tiles. The 'engine' was just a simple grid based ray casting algorithm. Performance was surprisingly good getting a consistent 30fps on a nvidia 9800 gtx, and 60fps (capped due to vsync so probably higher) on a ati 5770 (also implemented it in sse assembly and got around 4 fps on a single core just to see). Rendering resolution was 960 x 720.
I've provided a small video of it being played below.
Click here to view the iotd