Hi, ive got my new project underway, and its a super sized volume
visualizer. f(x,y,z) it comes out in a voxel cloud.
Heres a few screenshots so far…
Only problem is, that displaced block must have something wrong with its
equation, because its disturbing the boolean operations, the sphere on
the other hand works fine.
Whats the best way to write a density function for a displacement mapped
Please log in or register to post a reply.
got it, you just and planes together, bit more work yet tho before ill
be making something proper with it. give me a week from now, ill update
this post again later. next on the books is a road crafter. (which
should double as a curved wall maker, pipe bender etc etc…)
on my cruddy amd card, these 2 walls probably took about 5 seconds each
to cloud out of the shader. id really love to see a gtx690 hammer out a
65536x65536 (which is the max limit at the moment) terrain in 15
minutes, i can only guess tho.
Just for the record, im using 64\^3 chunks, i find its a nice size cause
you dont blow your cache so quick with a 512x512 texture, which is
enough to fit 64 cubed perfect.
Yes, my signature possibly means this program, the disk print for a
65536x65536x8192 level is phenomenal storing, One thing I thought of
might be to not release the game with the data, and you actually have to
generate it on install of the game, that was one solution I thought