IOTD: UnOptimized Voxeled World Renderer
UnOptimized Voxeled World Renderer, by Niunio
I know there are a lot of people interested on my VoxRend engine, so I try to work in that project in my free time.
This summer, while I was assembling a tent I had an inspiration about how to render a fully voxeled world. The idea was too simple and is too similar to the algorithm used in my UnOptimized Voxeled Landscape Renderer so I called the demonstration in a similar way.
The first image (top-left) was the first good render. It was made in a 640x480/16bit screen and looks too flat, so I added some noise to the colors when the program created the world.
The second image (top-right) you can see the CSG. You can add or cut boxes and spheres.
The third image (bottom-left) shows the definitive program in a 640x480/16bit. It's too slow and each frame needs 1 or 2 seconds to be complete.
For the final image I did some tricks to boost it up. First, I changed the maths to use fixed point instead of float point (yes, I know "In modern Pentiums float point math is fast enough and blah blah bla..."), then I created a better fixedsin/cos search table, finally I reduced the size of the screen to 320x240/8bit and I got 11fps.
I spent about 10 hours on this. After my University examinations I'll spend more time on optimize it, so VoxRend will became a fully voxeled engine.
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