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
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- Improved dynamic direct sunlight35 days ago
- Dynamic direct sunlight36 days ago
- Previous folly and finally success43 days ago
- Rasterized triangles are evil!52 days ago
- Procedurally Generated Blocks (Video)55 days ago
- Fog is working again58 days ago
- Improved fragment/compute shading rates60 days ago
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!