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Oct
9
revised How can I optimise a Minecraft-esque voxel world?
deleted 12 characters in body
Oct
9
comment How can I optimise a Minecraft-esque voxel world?
This is too minor to merit an answer I feel, but use of SIMD registers can result in major speedups, and is certainly reason enough to incorporate C++ into your project. Almost all CPUs support SSE 1, 2, and 3, and AVX is an option for more current CPUs. Actual speedups from this can be elusive, however, so be sure you understand your bottlenecks well before proceeding! GDC offers some wonderful videos on understanding instruction scheduling and parallelism, strongly recommend.
Oct
9
awarded  Editor
Oct
9
revised How can I optimise a Minecraft-esque voxel world?
Corrected erroneous optimization advice.
Apr
15
awarded  Critic
Apr
13
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Apr
12
answered How to texture a surface generated by marching cubes algorithm?
Apr
12
comment How to texture a surface generated by marching cubes algorithm?
A problem I'm having with this approach is selecting the correct texture for each vertex, given multiple options. You can't simply select the texture of the closest voxel to that vertex, since "air" voxels have no texture. In the air case, you have to resolve to another voxel, and I'm racking my brain in an attempt to come up with something efficient. You can't simply map an air voxel to another voxel for all vertices, so you must either encode more specific logic, OR use a lookup table somehow. Hmm...
Jan
18
comment Why does this geometry shader slow down my program so much?
Does the exception for point sprites generalize to shaders of layout(points) in;? Or is it the fixed output size? Or perhaps both?
Jan
3
comment Hardware instancing for voxel engine
Voxel engines being "hard to work with" and "silly tech demos" is inappropriate, overly subjective, and broad. The asker didn't ask whether making a voxel engine is a good idea or not.
Feb
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Jun
17
answered How can I optimise a Minecraft-esque voxel world?