I made a small experimental mass voxel-renderer.
"A picture can say a thousand words..."
"Two pictures even more!"
"The last one!" (Extreme View-Distance)
"Everyone likes Videos!"http://www.youtube.com/v/yMRkRRp0L4o?version=3&hl=en_US&start=
The world consists of an infinite amount of chunks, but to spare memory and performance, the amount of chunks is limited to ~8000.
Each chunks consists of 16³ blocks, from wich every single block has an Identitifer,SkyLight and BlockLight value.
The world is loaded/unloaded while moving around, making the world virtually infinite in every direction.
Blocks are saved as 24-Bit Integers, wich are split like this:
i = Block Identifier
l = SkyLight
b = BlockLight
Every block can have an binary-data-tree storage assigned to it, wich allows it to store an virtually infinite amount of extra data.
The whole thing uses an Server/Client+Model/View/Controller system, wich makes it extremely dynamic.
If you wan't to make a Minecraft clone with it, no problem.
If you wan't to make a Cellular Automata Simulator, no problem.
If you wan't to make a 3D Picture program, no problem.
And because of learning purposes on my side, the whole system uses a server/client model.
The biggest fact is: This engine is much more memory efficient than the Minecraft engine.
Also, it renders blocks much faster. There is no problem in redrawing 1-3 chunks every single frame.
What do you guys think of this?