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.






