Category Archives: Development Log
Today it’s time to refine ( implement slightly better ) the collision algorithm. I’m using 10,000 volumes against the terrain which I’m rebuilding per frame … this is a massive hit on the CPU … the mission today is to … Continue reading
I’ve been searching for a solution to ray/triangle collision detection on the terrain for a while now. Obviously it is very easy to determine which voxels a ray collides with but which triangles does the ray collide with? Since this … Continue reading
Here’s a link to a screenshot from the output of my newest terrain renderer. The algorithm is based on voxels so I’m able to carve caves and overhangs into the terrain with ease. This is expensive in terms of memory/triangles … Continue reading
Lee’s first post on his upgraded blogging site.