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've been programming in C++ as a hobby for about 4 months now, and I've really loved creating stuff using voxels. I wrote a "game" (More of just a personal challenge, as I really only did the ...
I'm trying to implement a voxel engine in C++ using OpenGL, and I've been working on the rendering of the world. In order to render, I have a 3D array of uint16's that hold that id of the block at the ...
For the past week I've been researching the Marching Cubes algorithm. I hope to use this for Terrain as it would allow the creation of destruction of terrain. After looking at source code and reading ...
I am making a game similar to Minecraft. I want to create the mesh for the tool held in the players hand (e.g. a pickaxe). I have a texture for the tool which is 32x32 pixels and I want to be able to ...
So Im trying to make a minecraft style voxel game to learn OpenGL, but Im running into performance issues. I found this thread : http://stackoverflow.com/questions/4995652/3d-occlusion-culling where ...
I have no idea what this is even called or even to start searching how to solve this problem. So figured I would post here for any information at all. Specially looking for already known solutions to ...
I want to render a cube-mesh (a.k.a. Minecraft-style) world. If I render each existing cube it will eat up FPS pretty quickly. How can I optimize it? I understand that the point is to not render ...