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repcakk

Looking for tutorial about true voxel rendering.

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I have plan to create simple voxel based application (no like minecraft when voxels are meshes representing terrain), when whole object will be created from voxel. My target is to simulate destrution of this objects.

I am not sure how to store models and how create voxel based models, anyone have some experiance with this?

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Voxels are after all represented by meshes.

The question is how this representation is mapped.

It could be cubes, marching cubes, more complexe structures.

 

Miguel Cepero publishes a wonderful blog on this topic.

http://procworld.blogspot.fr/

 

you can also test my java application done using marching cube rasterizer and level of detail to inspire your work

http://www.xuarig.fr/BlockEngine/index.html

 

Fabien

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So target for me is to store voxel data and draw it as meshes, many meshes? Quite simple :D, thanks :)

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Yes

Voxels can take large quantity of data since they store also void data in big arrays.

Sparse Voxel Buffers are a mix in between dense buffers and no buffer at all where you deal with areas of void.

There are then some issues you have to deal with on boundaries. But that's an other story.

 

Enjoy

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