Voxel raymarching and much better performance
Hantverk'n » Devlog
I changed the layout of the buffers (tetrahexacontree and voxels) used with the glsl shader to be more cache friendly and now I'm seeing frame rates around 200 while exploring this high detail voxel model of a village. I'm currently working on level of detail rendering for even more performance improvement.
Hantverk'n
Status | In development |
Author | Teknologicus |
Genre | Adventure |
Tags | Exploration, Open World, Voxel |
More posts
- Overhaul of buffer use in voxel engine5 days ago
- Tetahexacontree 4x4x4 Occupancy Bitmasks Lookup Table17 days ago
- Voxel-level ambient occlusion optimization bits generation via compute shader58 days ago
- Image rotation via shearing63 days ago
- Rotation without rotating64 days ago
- Voxel volume mipmaps generation via compute shader65 days ago
- Dynamic global illumination methods77 days ago
- More ambient occlusions optimizationsAug 30, 2024
- Procedurally generated grooved, cracked brick blocksAug 27, 2024
- Procedurally generated cobblestone blocks with surface indentationsAug 27, 2024
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