Tuesday, February 10, 2015

Voxel world experiment update

Found some time to work on voxel experiment again. (Well I actually did this months ago, I just never got around to post about it)
Implemented AZDO (approaching zero driver overhead) techniques, frame rendering time is now about half a millisecond. I'm still CPU limited because of all the chunks I'm generating though.
Also implemented weighted blended order independent transparency, which looks a bit worse, but doesn't take any CPU power and solves some visual artifacts, related to triangle sorting, that would've taken a lot of effort to work around.
Added a couple of small things like swimming (very rough) and waves in the water.
I can also now live edit the Voxel world from within the 'game'.