Login  Register

Re: Optimising a voxel engine

Posted by gouessej on Jan 22, 2017; 5:14pm
URL: https://forum.jogamp.org/Optimising-a-voxel-engine-tp4037587p4037590.html

Hi

Actually, Xerxes mentioned the frustum culling. There are other kinds of culling, for example the contribution culling (use different levels of details or just hide an object depending on how far it is located from the viewer), the occlusion culling... Of course, spatial subdivisions help. You can use VAOs/VBOs and mesh instancing too. I advise you to convert quads into triangles; if you have much more complicated polygons, convert them into monotone polygons and then into triangles. I advise you to look at Voxel.js too, at least to understand which algorithms are implemented.

ArdorCraft API is an excellent example of APIs for voxels based on a general purpose engine (JogAmp's Ardor3D Continuation).

By the way, as you are on the official JogAmp forum, don't expect any help on the very first API you mentioned...
Julien Gouesse | Personal blog | Website