Utilizing Vertex Layouts

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MrGuy
Posts: 18
Joined: Mon Oct 29, 2012 11:05 pm

Re: Utilizing Vertex Layouts

Post by MrGuy »

Sorry it took so long, i was kinda ill.
Well. Thats what the shader does on my mesh. Its all a single mesh, pretty dense and the fragment shader is expensive, but it works hilariously good. The result in the screen is a tad weird, since i was trying around with the material-distribution parameters at this point, but it works like a charme. I have to change some values and it works as expected! Easy going and pretty modular.
I plan to deliver a modular-world generator working with python callbacks to generate Large, procedural worlds. Its so easy to mod worlds then. oô

Well, here we go, i hope this screen wont go missing since i used another hoster ( one i didnt even know before... )
Image


This is part of an infinite cave, so i simply use a density function and a threshhold and generate infinite caves by that as the user moves along. Another worldgeneratror simply takes a heightmap for chunks with y > 0 and generates 2 chunks high mountains and stuff. Then i distribute materials over that and when im done I carve caves by another noise function. Works like a charm and produces some nice results. But honestly: I need some optimization here... And somewhere i got buggy coordinate transitions, since i got seems when special conditions are met. Some weird stuff going on there... But meh. I will get it to work eventually. :)

Thanks a lot, guys, again! You were such a nice help :)
Granyte
Posts: 849
Joined: Tue Jan 25, 2011 11:07 pm
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Re: Utilizing Vertex Layouts

Post by Granyte »

looks quite nice now i hate my self for never implementing voxel in my planet engine
MrGuy
Posts: 18
Joined: Mon Oct 29, 2012 11:05 pm

Re: Utilizing Vertex Layouts

Post by MrGuy »

They certainly have some nice use cases and can look astonishingly well.
But they have their unique set of horrible traits, too.

Those are the iteration times when it comes to extraction and creation, the memory usage if you save volumes and/or save them to the harddisc ( Runtime length encoding works particularly well here, tho. oô ) and other stuff i found pretty annoying like managing large amounts of chunks.
LOD also is a pretty annoying thing to implement and most algorithms on this field generate pretty dense meshes which is a GPU killer with expensive shaders...


I would love to see a wellmade voxel-planet engine. Most of those come down to a simple heightmap on lower levels and so lack the detail they could have. So many possibilities one has working with those nasty little voxels... :D
Granyte
Posts: 849
Joined: Tue Jan 25, 2011 11:07 pm
Contact:

Re: Utilizing Vertex Layouts

Post by Granyte »

im probably way to far in my planetary engine to go back and rewrite it from scratch with voxels but i think i can figure a way to have interop between voxels and my current implementation in order to handle caves
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