Sign in to follow this  

voxel terrain

This topic is 2321 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi guys


It's a technical demo which includes the voxel terrain with the features
- triplaner shading
- octtree
- interpolation
- lod (level of detail)
- optimised merged triangles on lod 0
- cutting/extend voxel (even large parts) and update in realtime <10ms
I did it with boost::asio, boost::signals2, boost::thread, boost::bind and with some classes from QtCore (String, Hashmap, List). For Rendering I use Ogre3d, but the whole terrain calculation got done with Ogre::Vector3 and nothing else [img][/img]
Developed got it on Ubuntu 11.04, git and qtCreator.

What do u think of my results, do u see any improvements?

Have fun [img][/img]

Share this post

Link to post
Share on other sites
Looks really cool !!

Can you explain how do you reconstruct the triangular surface of the terrain mesh?
Do you use any kind of "marching something" algorithm ( Marching cube / Marching tetrahedra )

Thanks !

Share this post

Link to post
Share on other sites
Sign in to follow this