Tagged Questions
-1
votes
2answers
148 views
Draw 60,000 cubic with DrawUserPrimitives on xna with only 20 fps-buffer problem?
I'm working on a minecraft style games on xna. I know it is not easy to draw a lot of cube with a good ratio of fps. I use the method "DrawUserPrimitive" with a buffer to draw a floor 250X250 cubes. ...
8
votes
1answer
233 views
Curious Transparent Holes Render Artifact
So I'm trying to implement "smooth" terrain in my block engine by giving each surface block a heightmap.
Basically, what I do to generate these "heightmaps" for each block is I generate the heights ...
12
votes
2answers
755 views
Smooth Voxel Terrain
As a personal project, I'm trying to make a terrain generator that will create terrain looking something like the Castle Story smooth terrain.
If you haven't seen it before, here:
So as you can ...
2
votes
1answer
634 views
Voxel terrain rendering with marching cubes
I was working on making procedurally generated terrain using normal cubish voxels (like minecraft) But then I read about marching cubes and decided to convert to using those. I managed to create a ...
0
votes
1answer
369 views
3D Texture Mapping (Atlas)
This is a pretty simple question. If I was to use multiple images in a single texture for a 3D cube, how would I go about re-using each vertex (having 8 total vs 24)?
With a single buffer of 8 ...
4
votes
1answer
826 views
Minecraft style XNA game collision?
I've been trying to get this working for ages now, I can detect if there's a solid block at any place on the map and I can check how far something is inside of it, but I don't understand how to fix ...
1
vote
1answer
310 views
How do I clear up artifacts between aligned faces when using AA in XNA 4.0?
I'm working on a graphics engine that lets you walk around a world that is made up of cubes (voxel engine) and I'm having some difficulties getting the results I want.
I'm not the best at 3D ...
1
vote
2answers
522 views
How does Minecraft compute lighting for it's non-block objects?
I was wondering how the creator of Minecraft went about lighting the objects (player and pickaxe) based on the lighting level around the player. I have implemented the ability to light the blocks ...
-1
votes
3answers
2k views
3D Procedural Planet Generation
I was looking for some inspration for my Voxel based game I am writting and came across this: http://www.youtube.com/watch?v=rL8zDgTlXso. I would like to know how to go about (or preferably source ...
3
votes
1answer
335 views
Performace problems with Voxel Engine
well, I am creating a voxel engine in C# and XNA and many posts I have posted on this site have been due to performace issues, many people suggested using a profiler to help me out. I have, and ...
3
votes
2answers
1k views
Collision Detection problems in Voxel Engine (XNA)
I am creating a minecraft like terrain engine in XNA and have had some collision problems for quite some time. I have checked and changed my code based on other peoples collision code and I still have ...
4
votes
4answers
556 views
Weird block selector selection (to floor or not to floor)?
Well, I am creating a Minecraft like engine in XNA, and since I first implemented the block selector (the cube that allows you to select blocks in 3D space) it has always been very inaccurate. Here is ...
12
votes
4answers
2k views
How can I implement voxel-based lighting with occlusion in a Minecraft-style game?
I am using C# and XNA. My current algorithm for lighting is a recursive method. However, it is expensive, to the point where one 8x128x8 chunk calculated every 5 seconds.
Are there other lighting ...
10
votes
5answers
2k views
Working with lots of cubes. Improving performance?
Edit: To sum the question up, I have a voxel based world (Minecraft style (Thanks Communist Duck)) which is suffering from poor performance. I am not positive on the source but would like any possible ...