Posts Tagged ‘voxel engine’

Power of well balanced octree

Posted: 31st March 2012 by Luke Iwanski in C++, Honours Project, OpenGL
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Small memory leak was driving me crazy; Debugging process was taking ages.. bored, frustrated and tired decided to play about with octrees depth and minimal/maximal number of elements in leaf.. Amazed by 300FPS discovered the stupid mistake of creating VBO each time the leaf is regenerated. Instant win; fix of memory leak and 10 times [...]

Optimisation and Normals

Posted: 4th June 2011 by Luke Iwanski in C++, Honours Project, OpenGL, Voxel Engine
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Some minor optimisation implemented improved FPS, Next step Texturing and shadows!

Bonsai v0.2

Posted: 3rd June 2011 by Luke Iwanski in C++, Honours Project, OpenGL, Voxel Engine
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After hours spent on struggling with the VBO’s and GLSL I have managed to draw my first voxel based model.. the bonsai tree *fanfare*. File loading time and processing takes about 20seconds, 8.3 FPS without culling or optimisation.. primitive brute force.. get all the points process them through marching cubes algorithm and then draw on the [...]

Voxel Engine – Idea Pitch

Posted: 11th May 2011 by Luke Iwanski in Honours Project, Voxel Engine
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A voxel (Volumetric Picture Element) is a volume element, representing a value on a regular grid in three dimensional space. – thank you wiki. Voxel based engines are commonly used in medicine, simulations and gaming. What the project will be about? Main objective is to display world as set of voxels, How will that happen? Today I have [...]