- round about 1,5 million Boxes
- 2 different textures (grass, pond)
- memory : 1,5 GB used
- hardware : Q9450, GTX280, 4GB RAM, Windows7 64bit
- 60fps with vsync (fraps reduced to 30fps)
Cool! But the memory requirements seem a little steep…
yep … It’s a stress test demo.
we need better (more efficient) data structures for our world terrain definitions …
and with threaded TerrainChunkLoading/Calculation we can push these values
much forward … I hope so
… it’s a matter of time
Well, that’s a good stress test, too because that’s the worst possible block configuration for performance. I hope my users never place that many untouching boxes together in one place.
Next version …
– heightmap based terrain generation 1024 x 1024
– 3 different textures (grass, sand and water)
– hardware : Intel Core2 2.66 GHz, Nvidia GeForce Go 7950 GTX, 2GB RAM, Windows7 64bit
next steps will be :
- infinite view horizon with lod, better culling of hidden bloxels etc.
- liquid bloxels like water, lava etc …
- load/save world
feel free joining the project
Looks very good. .Congrats.
I hope to have some time and machine to test this soon.
Thxs! At the moment we are fighting with the chunk data structures
I guess a octree would be the “best” way to store the volume inside a “chunk” (which type of element (sand, dirt, grass,…) is on which position).
With a octree we can “compress” the volume information … and have a fast access to the data …
What do you think?
I am not sure this is appropriate for this particular case, but Colt provides a sparse matrix implemantation that you may find interesting:
this is lovley, I’m impressed, keep it up, I’ll try to up you with my own engine, I need to get back to working on it again
I’m so jealous of your perlin noise.