Voxel Prototype: LOD, Shadows, Frustum Culling (C++ game engine stress test)

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  • Опубликовано: 27 авг 2024
  • Wrote a prototype voxel demo this week as I continue to work on my C++ game engine's rendering library/abstraction layer. I'm pretty satisfied with the results from chunk LOD swapping and frustum culling. The highest quality LOD scheme attempts to swap when voxels are 0.5 pixels or smaller. Performs pretty well with a scene of ~2 billion blocks at 8 bytes/vertex on my system (~1000fps). The shader also features dynamic (per vertex) shadow mapping, fog, and world "curvature" (subtle). Still plenty of room for optimizations as I'm not instancing voxel faces or batching distant LODs (octree). Unfortunately I don't have D3D12/Vulkan backends implemented and only support OpenGL up to 4.1 (for macOS compatibility) so can't easily do more "modern" optimizations like multi-draw indirect instancing.
    Note: This isn't a game, just a tech demo (wrote it in 2 evenings)

Комментарии • 2

  • @loli42
    @loli42 5 месяцев назад +4

    we're making it out the prototype stage with this one 🔥🔥

  • @the_stanley5
    @the_stanley5 28 дней назад

    Vitality 3D