voxels.blogspot.com
Voxel Game Engine Development: Mai 2014
http://voxels.blogspot.com/2014_05_01_archive.html
Voxel Game Engine Development. Sparse Voxel Octree Raycasting based Game Development. Donnerstag, 22. Mai 2014. Voxel Engine Update - 18 Level Octree and Copy Paste in Action. Dienstag, 13. Mai 2014. Quadric Mesh Simplification with Source Code. In the past days I have written a quadric based mesh simplification program. After searching the internet I couldnt find any code that was free to use, not unnecessarily bloated, fast and memory efficient, even the quadric based method is soon 20 years old. Progr...
voxels.blogspot.com
Voxel Game Engine Development: Sparse Voxel Octree Raytracing based Occlusion Culling (Theory)
http://voxels.blogspot.com/2015/05/sparse-voxel-octree-raytracing-based.html
Voxel Game Engine Development. Sparse Voxel Octree Raycasting based Game Development. Mittwoch, 27. Mai 2015. Sparse Voxel Octree Raytracing based Occlusion Culling (Theory). To improve on this, here the proposal for a completely GPU based solution that uses octree raycasting to determine the visibility. The creation pipeline is as usual:. First, sculpting / creating of the mesh as hi-res, then creating LODs Normal maps using mesh simplification and transferring the details to a normal map. Branislav Sil...
voxels.blogspot.com
Voxel Game Engine Development: Februar 2014
http://voxels.blogspot.com/2014_02_01_archive.html
Voxel Game Engine Development. Sparse Voxel Octree Raycasting based Game Development. Freitag, 28. Februar 2014. Tangent Space Normal Mapping without storing Tangents. After experimenting with the tangent space normal maps, it turned out that its possible to compute the tangent space in the vertex shader quite fast, which saves memory and bandwidth for rendering. Since the light computation is in camera space, tangent and co-tangent can be approximated as follows in the vertex shader:. After rewriting th...
voxels.blogspot.com
Voxel Game Engine Development: Juli 2015
http://voxels.blogspot.com/2015_07_01_archive.html
Voxel Game Engine Development. Sparse Voxel Octree Raycasting based Game Development. Dienstag, 28. Juli 2015. I shifted some of my code to GITHUB. You can find it here https:/ github.com/sp4cerat. Mittwoch, 15. Juli 2015. OpenGL Game GUI / Widgets with Source Code (C ). The GUI is intended for PC and/or Console Games. Focus was mostly on keeping everything simple, easy to use, fast, and flexible (like having skin and ttf support). The performance is 700 fps for 20 windows and. 100,100,350,250);. No need...
voxels.blogspot.com
Voxel Game Engine Development: April 2014
http://voxels.blogspot.com/2014_04_01_archive.html
Voxel Game Engine Development. Sparse Voxel Octree Raycasting based Game Development. Mittwoch, 30. April 2014. Polygon Rendering vs. Voxel Raycasting. It turns out that triangles are much faster for a small to a medium number of instances (its about equal for 10x10x10 = 1000 instances) - but when having a large amount of 8000 instances (32 Million Triangles), 40x5x40 blocks, voxel raycasting is significantly faster ( 40 vs 13 fps ). Sonntag, 27. April 2014. Samstag, 26. April 2014. ATI Radeon R9 270x.
voxels.blogspot.com
Voxel Game Engine Development: Dezember 2013
http://voxels.blogspot.com/2013_12_01_archive.html
Voxel Game Engine Development. Sparse Voxel Octree Raycasting based Game Development. Dienstag, 10. Dezember 2013. Since a terrain will also be needed, I implemented a simple perlin noise terrain generator today. It will need more work before its useable along with the voxel raycasting. Freitag, 6. Dezember 2013. I tried to see whats possible in a short amount of time. Creating the environment below took 2 hours to create (blocks and a very simple level). Mittwoch, 4. Dezember 2013.
voxels.blogspot.com
Voxel Game Engine Development: OpenGL Game GUI / Widgets with Source Code (C++)
http://voxels.blogspot.com/2015/07/opengl-game-gui-widgets-with-source.html
Voxel Game Engine Development. Sparse Voxel Octree Raycasting based Game Development. Mittwoch, 15. Juli 2015. OpenGL Game GUI / Widgets with Source Code (C ). The GUI is intended for PC and/or Console Games. Focus was mostly on keeping everything simple, easy to use, fast, and flexible (like having skin and ttf support). The performance is 700 fps for 20 windows and. 100 fps for 100 windows on a Notebook PC. NVidia GTX 765 / Core i7 2.4). The source (MIT license) can be downloaded. 100,100,350,250);.
voxels.blogspot.com
Voxel Game Engine Development: Oktober 2013
http://voxels.blogspot.com/2013_10_01_archive.html
Voxel Game Engine Development. Sparse Voxel Octree Raycasting based Game Development. Mittwoch, 30. Oktober 2013. Update: Skybox and more octree levels added. Dienstag, 22. Oktober 2013. Block based level editing. First step for the level editor. Raycast.org - Games and Graphics News. Download CUDA Voxel Engine Jan.2013. Download Skeletal Animation Tutorial. Download Terrain Engine Source Code. Transvoxel based planet renderer. John Whigham's SVO Raytracer. Jeroen Baert's SVO Raytracer.
voxels.blogspot.com
Voxel Game Engine Development: Voxel Engine Update - 18 Level Octree & Copy Paste in Action
http://voxels.blogspot.com/2014/05/voxel-engine-update-copy-paste-in-action.html
Voxel Game Engine Development. Sparse Voxel Octree Raycasting based Game Development. Donnerstag, 22. Mai 2014. Voxel Engine Update - 18 Level Octree and Copy Paste in Action. 22 Mai 2014 um 14:43. Do you mean the octree uses 18 bit per node? It seems an interesting topic. Can you give some details about the actual implementation of your voxel octree? 22 Mai 2014 um 18:47. Dariusz G. Jagielski. 26 Februar 2015 um 03:01. 11 März 2015 um 04:56. Abonnieren Kommentare zum Post (Atom).
voxels.blogspot.com
Voxel Game Engine Development: OpenGL Game GUI & Widget Development (Alpha Demo)
http://voxels.blogspot.com/2015/07/opengl-game-gui-development-alpha-demo.html
Voxel Game Engine Development. Sparse Voxel Octree Raycasting based Game Development. Mittwoch, 1. Juli 2015. OpenGL Game GUI and Widget Development (Alpha Demo). Today I am going to share some progress on my GUI project. The Design Goals were:. Simplicity : Create a control in one line. TTF and UTF8 support. Directory : Controls can be accessed by a tree structure. Direct access of all data members like if a button is pressed e.g. Dialog Templates from ressource text file. I will post more details soon.