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Voxles, Heightmaps and Perlin Noise


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#1 oldgregg   Members   -  Reputation: 231

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Posted 01 October 2012 - 03:56 PM

Hey guys,

I'm posting in the beginners section because I'm really only looking for simple answers at the minute as I'm literally trying to get some idea of scope of my project and what is actually feasible.

From the top.
I'm in my final year at uni and I need to do an FYP(Final Year Project)
The title of my project is 'Destructible Environments using Voxel worlds (in Games)
And basically I wish to create a basic voxel engine and examine and research different ways to improve performance of the engine.
Such as generating terrain using Perlin Noise and Heightmaps. Raytracing/casting, back face culling, frustum culling etc.

Eventually potentially leading onto implementing transvoxel algorithms and such. But First things first. Scope.

At the minute I'd ideally like to do this in C# and XNA, but if needs be I'll push C++.
I'm finding loads of sites with 'tutorials' on the net, but none of these really provide decent source code that I can look at, and edit to learn how it works ( I just seem to learn things better that way).

Any help at all would be much appreciated, Thanks!

EDIT: I was a little vague when I said 'voxels' I meant in the context of rendering cubes not surface extraction. :)

Edited by oldgregg, 01 October 2012 - 04:23 PM.


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#2 jefferytitan   Crossbones+   -  Reputation: 2246

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Posted 01 October 2012 - 04:04 PM

From what I've heard, Infiniminer would be your best bet, the open source game that inspired Minecraft. The C#/XNA code is available here:
http://code.google.com/p/infiniminer/

Edited by jefferytitan, 01 October 2012 - 04:04 PM.


#3 oldgregg   Members   -  Reputation: 231

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Posted 01 October 2012 - 04:09 PM

From what I've heard, Infiniminer would be your best bet, the open source game that inspired Minecraft. The C#/XNA code is available here:
http://code.google.com/p/infiniminer/


Thank you very much! I'll check it out :)

#4 swiftcoder   Senior Moderators   -  Reputation: 10399

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Posted 01 October 2012 - 04:19 PM

Are we talking 'voxels as in rendering cubes' (a la Minecraft), or 'voxels as in surface extraction' (a la Marching Cubes)? The two are rather different areas.

Tristam MacDonald - Software Engineer @Amazon - [swiftcoding]


#5 oldgregg   Members   -  Reputation: 231

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Posted 01 October 2012 - 04:22 PM

Are we talking 'voxels as in rendering cubes' (a la Minecraft), or 'voxels as in surface extraction' (a la Marching Cubes)? The two are rather different areas.


For the time being, as in rendering cubes. Much like Minecraft :)

Thanks!

#6 TheChubu   Crossbones+   -  Reputation: 4793

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Posted 01 October 2012 - 07:35 PM

This guy has something you could look at: http://www.sea-of-memes.com/

In the downloads section you have the sources for the procedural world, voxel rendering, etc.

"I AM ZE EMPRAH OPENGL 3.3 THE CORE, I DEMAND FROM THEE ZE SHADERZ AND MATRIXEZ"

 

My journals: dustArtemis ECS framework and Making a Terrain Generator


#7 oldgregg   Members   -  Reputation: 231

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Posted 02 October 2012 - 12:54 PM

This guy has something you could look at: http://www.sea-of-memes.com/

In the downloads section you have the sources for the procedural world, voxel rendering, etc.


This is awesome! Thanks!




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