Voxel cubical meshing algorithm comparison
Автор: Romain Pereira
Загружено: 2016-08-17
Просмотров: 333
Описание:
A fast comparison of meshing algorithm improvements done on my engine. Have a look at "vertices drawn" for each algorithm, and compare them.
Conclusion: tests were made on a really specific map, but still:
the "stupid" algorithm made my computer freeze for 5 seconds with it 7 000 000 vertices
the "pro" algorithm has two times less vertices than the "smart" one
NB: weird artifacts are due to the fact that I disabled rendering to my shadow map (so only visible vertices are counted) + disabled fog. Also there is 6000 vertices drawn from the skydome or particles, but well, they are negligeable
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I'm seeking people to work with me on this open source game engine project. You can just have a look, clone, code and push :) a big TODO-list is on the repository
repo: https://github.com/rpereira-dev/Voxel...
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