Java-Gaming.org Hi !
Featured games (90)
games approved by the League of Dukes
Games in Showcase (684)
Games in Android Showcase (196)
games submitted by our members
Games in WIP (752)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  Minecraft/voxel - performance  (Read 3887 times)
0 Members and 1 Guest are viewing this topic.
Offline Archibald

Junior Devvie


Projects: 1



« Posted 2012-03-27 20:18:45 »

This question as about modern hardware capabilities and voxel algorithms.

I neved did voxels, also I was doing 3D almost 10 years ago. I look at Minecraft and I wonder. How it is done? I read a tiny bit about voxels and they say you should somehow exclude the interior and leave only the outer layer, but when I see these interesting errors in Minecraft (like seeing all caves below me) I get an impression they simply render all cubes that are within the "cone of view" of the player, without any exclusion of what is behind what... But that would mean at least 100x100x100 cubes (which is 1 million, and there is minimum 7 vertices per cube). Can you really push 7 million vertices on modern hardware (with texture coords and colour)? Or have they reduced it first via algorithms?
Offline Damocles
« Reply #1 - Posted 2012-03-27 20:23:13 »

The first, and most important optimization:
Any Block wich is encloded by 6 solid (non transparent) blocks does not need to be rendered.
(-> the 6 sides of a cube)
As it can never be seen

This cuts down the number of voxels by about 90% already.

Then of course dont render Polygons / sides wich are attached to another solid block.
(wich implies the above naturally)

the 100x100x100 block chunk in a perfect scenario can be rendered with these simple optimizations with just
2*100*100*3 Triangles -> 60000 tris

Pages: [1]
  ignore  |  Print  
 
 
You cannot reply to this message, because it is very, very old.

 
orrenravid (238 views)
2016-07-16 03:57:23

theagentd (308 views)
2016-07-11 14:28:54

Hydroque (394 views)
2016-07-06 05:56:57

Hydroque (551 views)
2016-07-03 08:52:54

GrandCastle (415 views)
2016-07-01 09:13:47

GrandCastle (408 views)
2016-07-01 09:09:45

CopyableCougar4 (462 views)
2016-06-25 16:56:52

Hydroque (430 views)
2016-06-22 02:17:53

SwampChicken (395 views)
2016-06-20 13:22:57

SwampChicken (308 views)
2016-06-20 13:22:49
Making a Dynamic Plugin System
by Hydroque
2016-06-25 00:13:25

Java Data structures
by BinaryMonkL
2016-06-13 21:22:09

Java Data structures
by BinaryMonkL
2016-06-13 21:20:42

FPS Camera Tutorial
by Hydroque
2016-05-22 05:40:58

Website offering 3D Models specifically for games for free
by vusman
2016-05-18 17:23:09

Website offering 3D Models specifically for games for free
by vusman
2016-05-09 08:50:56

Website offering 3D Models specifically for games for free
by vusman
2016-05-06 11:10:21

Website offering 3D Models specifically for games for free
by vusman
2016-04-29 12:56:17
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!