Unlimited Voxel Terrain threaded geometry generation: Update
by Bill Vee · 01/10/2013 (7:17 am) · 7 comments
I have been working on the voxel generation code some more and I am very pleased with the results so far.
I have managed to kick the size of the rendered terrain up to 1280 * 1280 * 256.
Ultimately this size will be able to be controlled in an options setting.
Keep in mind that I use my laptop to code and record videos of the game. The specs of my laptop are
Toshiba Satellite
OS : Windows 7 64bit with 4Gigs of ram.
CPU : Intel i7 Q740
GPU : GeForce 310M
Nothing real stellar but it gives you an idea of how it may perform on better machines.
Here is a video of the current progress.
One thing I would like to point out is that there is no level of detail going on in this build.
The only thing being done to help performance is some frustum culling.
I will be reworking the level of detail system soon.
I have managed to kick the size of the rendered terrain up to 1280 * 1280 * 256.
Ultimately this size will be able to be controlled in an options setting.
Keep in mind that I use my laptop to code and record videos of the game. The specs of my laptop are
Toshiba Satellite
OS : Windows 7 64bit with 4Gigs of ram.
CPU : Intel i7 Q740
GPU : GeForce 310M
Nothing real stellar but it gives you an idea of how it may perform on better machines.
Here is a video of the current progress.
One thing I would like to point out is that there is no level of detail going on in this build.
The only thing being done to help performance is some frustum culling.
I will be reworking the level of detail system soon.
About the author
#2
01/10/2013 (1:30 pm)
@ Frank - This is the same terrain system I have been working on. I just put the geometry generation on a different thread so that it doesn't impact the game performance. So yes tunnels , caves , floating islands you name it.
#3
Have you solved the precision issue at large distances? Will it be multiplayer/networked?
01/11/2013 (1:38 pm)
Ahhh, okay, awesome!Have you solved the precision issue at large distances? Will it be multiplayer/networked?
#4
01/11/2013 (6:03 pm)
@ Frank - I have it on my list of thing to sort out. I have been coding with that issue in mind and I have solution I think will work out nicely but I haven't got far enough along to test it out yet.
#5
01/24/2013 (7:59 am)
Bill this looks amazing, keep up the good work.
#6
04/28/2013 (11:32 am)
Hey Bill - any more progress on this? Looks great so far!
#7
2013 has not been kind to me so far.
Quick recap since the beginning of the year.
My mother had knee replacement surgery that went very bad.
While I was taking care of her I got the flu , then she got it.
Just as I got over the flu I got sick and went to the hospital and found out it was my appendix that had to come out. Spent a week recovering from surgery then my mother got a respiratory infection then I got it.
I had a allergic reaction to the anti-biotic that caused my left arm to get a bad case of phlebitis.
I still have a bad cough but this is the best I have felt in over a month.
As for the voxel terrain.
I have been reworking the geometry generation code and have been able to get T3D's built in vehicles to work with the voxel terrain.
I have been trying to rework the level of detail to push the render distance to about 10 kilometers.
04/28/2013 (1:14 pm)
I am still working on it.2013 has not been kind to me so far.
Quick recap since the beginning of the year.
My mother had knee replacement surgery that went very bad.
While I was taking care of her I got the flu , then she got it.
Just as I got over the flu I got sick and went to the hospital and found out it was my appendix that had to come out. Spent a week recovering from surgery then my mother got a respiratory infection then I got it.
I had a allergic reaction to the anti-biotic that caused my left arm to get a bad case of phlebitis.
I still have a bad cough but this is the best I have felt in over a month.
As for the voxel terrain.
I have been reworking the geometry generation code and have been able to get T3D's built in vehicles to work with the voxel terrain.
I have been trying to rework the level of detail to push the render distance to about 10 kilometers.

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