Recently I've been stuck on a problem thinking about the best way to generate a terrain into my game. In another projects I normally used heightmaps, so all the core-work was based on the engine used, ...
when rendering voxels in octrees, the only information necessary is the current octree-level, -position and colour/texture. But one has to send eight vertices to the rendering pipeline in order to ...
I've been reading about Octrees, and I understand how they work (or at least I think I do). However, I can't figure out why you would use octrees instead of a simple multidimensional array. In my ...
I'm working on a small FPS game (as a hobby and for learning purposes, nothing else) built with C++ in OpenGL (from scratch). Documenting online on the kind of strategy someone would approach with ...
I have a big map with isometric tiles(3d camera), how can i draw only visible tiles ? Whats the best way to do that ? space partitionning (octrees etc...)?
As many others I want to code a game with a voxel based terrain. The data is represented by voxels which are rendered using triangles. I head of two different approaches and want to combine them. ...
I'm learning modern (>=3.1) OpenGL by coding a 3D turn based strategy game, using C++. The maps are composed of 100x90 3D hexagon tiles that range from 50 to 600 tris (20 different types) + any ...
Say I have an octree and at a certain level I store VBOs in that octree. I know the dimensions of of the nodes that own the vbo so I can do basic frustum culling. That works nicely because everything ...