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Member Since 12 Mar 2012
Offline Last Active Today, 11:40 AM

#5149518 DX11 Hardware Voxel Terrain (your opinion)

Posted by KuroSei on 25 April 2014 - 05:59 PM

It is indeed for generation on the CPU but i guess it still applies for the GPU.

Problematic with this approach is btw that you would need to implement a volumebased physicsengine or a physicapproach on the GPU that works with your extracted meshes etc.

Its hard to do, i think, if you need physics, that is.


But i didnt implement any of those algorithms on the GPU and i dont plan to, so i cant help that much with that. I just wanted to point you to some maybe helpful things :)

#5149043 DX11 Hardware Voxel Terrain (your opinion)

Posted by KuroSei on 23 April 2014 - 02:52 PM

Now that I'm learning DX11, there are a few new options open to me using hardware (video card). I've been eyeing http://http.developer.nvidia.com/GPUGems3/gpugems3_ch01.html and was wondering what experienced programmers think and know. My concerns are as follows:

-- how much control would I have during generation? What kinds of controls are there?

-- when the terrain is generated, how would I get info about the "height" of a specific location on the terrain?

-- could I implement LOD to this terrain? How?


Remember, I'm asking about DX11, not DX9.......



How much control? Depends on your noise of course. You can do pretty amazing things with multiple noise steps and some pseudo randomly distributed precalculated models like e.g. trees. Youtube has some nice vids to that.

If you go for only perlin noise for example you have persistence, frequency, etc. as parameters to play with and your seed as a starting point.


When it is generated you dont need to know the info, do you? Otherwise: Voxelspace -> Worldspace calculations. 

LOD... Thats tricky. Its of course possible e.g. by means of the Trans Voxel Algorithm as proposed by Eric Langyel.


But the topic is not as trivial as it should be. I am fiddling around with it, myself. :P