After playing Minecraft I marveled a bit at its large worlds but at the same time I found them extremely slow to navigate, even with a quad core and meaty graphics card. Now I assume Minecraft is ...
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 ...
I've recently been experimenting with a simple Voxel-based 3d engine (think Minecraft) which uses heightmaps to define terrain in the following format: http://en.wikipedia.org/wiki/Heightmap Does ...
Why does Minecraft use polygons to draw the world terrain instead of voxels? Would a voxel based rendering engine be appropriate for a fully destructible game world built out of cubes like Minecraft? ...
I want to create a 2D map composed of small tiles, that should look like voxels (eg. this just from side). I think I can make a structure like Voxel2D, that have int X, Y and some Color, and every ...
I have some standard convex shapes (cubes, capsules) on a voxel terrain. It is very easy to detect single vertex collisions. However, it becomes computationally expensive when many vertices are ...
Does anyone know of a good free voxel editor and/or voxel-to-mesh converter?
Many aspects of Unlimited Details Unlimited Detail Technology seems dubious to me, even the introductory paragraph (because of the usage of the word unlimited): Unlimited Detail is a new ...
Playing around with creating minecraftish/lego world landscapes in Unity 3D (procedurally generated voxel landscapes with cubes), I'm finding that the meshes created for these landscapes take up a LOT ...
What are some good resources (tutorials, code, papers, etc.) for learning about voxel rendering?