Update: Hilbert Curve surface grooved stone block
Vorxel » Devlog
Non-grooved at left and grooved at right. Edges are now left untouched by Hilbert Curve.
Vorxel
Status | In development |
Author | Teknologicus |
Genre | Adventure |
Tags | Exploration, Open World, Voxel |
More posts
- Fixed bug with dynamic direct sunlight and level of detailFeb 04, 2025
- Voxel Cone Tracing ExperimentFeb 04, 2025
- Dynamic direct sunlight working with level of detailFeb 01, 2025
- Improved dynamic direct sunlightJan 27, 2025
- Dynamic direct sunlightJan 26, 2025
- Previous folly and finally successJan 19, 2025
- Rasterized triangles are evil!Jan 10, 2025
- Procedurally Generated Blocks (Video)Jan 07, 2025
- Fog is working againJan 04, 2025
- Improved fragment/compute shading ratesJan 02, 2025
Comments
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These procedurally generated blocks support Hilbert Curve grooves which are scaled. In the above screen shot I'm using a scale of three, which means there are two voxels between each voxel groove. To calculate the the ideal "order" for the Hilbert Curve function based on the bounds of the block (or world selection bounds) I use the following math/code:
int order = log2i(clampMin(pow2Ceil(divCeil(max(bounds.width(), bounds.height(), bounds.depth()), scale)), 2))
FYI, all of these nested function calls are of functions in my C++ (template) math library.
And the inverse Hilbert Curve function I wrote is based on code from here:
https://people.math.sc.edu/burkardt/cpp_src/hilbert_curve/hilbert_curve.html
Thanks for the math! it looks super cool!
Thank you!