Finally, my grid is editable now. We can edit or remove current blocks – adding new ones will be introduced after optimisation stage. Current version supports 4 standard blocks (Blue, Green, Yellow, Brown) and 1 point light (Blue with circle in the middle). In this iteration of “boxel engine” regenerateBuffers method updates nearest block that [...]
Archive for the ‘Voxel Engine’ Category
Editable Grid.. yay!
Posted: 9th January 2012 by Luke Iwanski in C++, Honours Project, OpenGL, Voxel EngineTags: 3D, C++, OpenGL, University, Voxel
100 will be about: Shadows and some point Light(s)
Posted: 7th January 2012 by Luke Iwanski in C++, Honours Project, OpenGL, University, Voxel EngineTags: 3D, C++, OpenGL, University, Voxel
Shadow value for each cube is stored in separate grid, values are sent to shader and then output is altered. It all depends on value. The value is calculated based on number of obstacles on the way between light and current cube. Below you can find some metrics: Earlier I have introduced point light to [...]
Directional Light performance impact on the scene
Posted: 22nd December 2011 by Luke Iwanski in C++, Honours Project, OpenGL, Voxel EngineTags: 3D, C++, OpenGL, Voxel
Very simple calculation of directional light had noticeable impact on the performance, table below shows it: and yeah, SW:TOR is pretty Ok but nothing can win with “coding hunger”.
Finally.. textures with metrics
Posted: 20th December 2011 by Luke Iwanski in C++, Honours Project, OpenGL, Voxel EngineThis evening code hunger got me badly.. tomorrow, big launch of SW:TOR and lets be honest about it.. I will do no more honours project related work over this Christmas. Anyway, in order to evaluate the software I have collected FPS and Memory Usage of the application. Base metrics are like this: Funny enough, in [...]
How to store more than 35 Million floats?
Posted: 15th November 2011 by Luke Iwanski in Honours Project, University, Voxel EngineTags: 3D, C++
Task: need to store grid of 128x128x128 cubes (36 vertices each) no octree yet.. any ideas?
Step back.. re-think.
Posted: 13th October 2011 by Luke Iwanski in Honours Project, University, Voxel EngineTags: Voxel
Last few days disappeared from my life. Thinking about “what exactly I want to evaluate in the engine” and “how do I compare it”, “with what”. Made me little bit crazier. I came up with several ideas but yet.. not good enough. Any ideas?
What are the techniques of rendering voxel based objects in real time?
Posted: 11th October 2011 by Luke Iwanski in Honours Project, Voxel EngineTags: 3D, C++, OpenGL
“What are the techniques of rendering voxel based objects in real time?” This is a question I have been struggling with since last summer. I will be doing that for next year – in my honours project. I have designed test/experiments. Some of them has been – already – eliminated. However, there are so many [...]
First Video Demo
Posted: 27th June 2011 by Luke Iwanski in Honours Project, University, Voxel EngineTags: 3D, C++, Voxel
Long Story short. After hours spend on readings, coding and calculations I have got simple, bit slow but working Smoke effect. Grid 96^3 FPS 25 – 30 on ATI Radeon HD 5700 Series which lets face it is a crap. Next step – rewriting code, trying to make it bit more flexible and implement it [...]
I’ll make it smoke!
Posted: 20th June 2011 by Luke Iwanski in C++, Honours Project, OpenGL, University, Voxel EngineTags: 3D, C++, GLSL, Voxel
After hours spend on research and readings great publications like: GPU Gems, Coder Mind or Philip Rideout’s, Miles Macklin’s blogs aim of my Honours Project gets clearer and clearer. I want to create simple Smoke Effect. “Particle effects like smoke, fire and foam can be efficiently rendered without using hacks. Voxels are also being used [...]
Cube ‘n’ Cubes
Posted: 12th June 2011 by Luke Iwanski in C++, Honours Project, OpenGL, University, Voxel EngineTags: 3D, C++, Voxel
Over the weekend I have managed to do a bit for my Voxel Engine – well now it will be more like minecraft but hey I am still learning. The idea is simple each object is based on bunch of cubes, terrain is based on bunch of objects, that should allows me to implement octree [...]