Tag: cse328

Voxel Terrain 3

07 May 2012

Here it is. The completed final project for my computer graphics course.

Updates

  • Textures stolen from JohnSmith Texture Pack for Minecraft (please don't sue me)
  • Trees!
  • Awesomer caves
  • Better lighting
  • Faster (~350 FPS if chunks aren't loading)

Download here, if you want to play around with it. However, I can't guarantee it will work with your machine cause the only ones I've tested it on is my desktop and my laptop. And both are pretty beefy machines. So, good luck.

AH! FINALS.


Voxel Terrain 2

14 April 2012

I had to demo my progress to my professor this week so I worked on it a lot. Some changes I made are:

"Infinite" terrain. The world is now made of chunks of voxels. I add and remove chunks from a chunk buffer so that only chunks around the player are actually loaded and drawn. The generating is done asynchronously so it doesn't kill the framerate.

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Voxel Terrain 1

02 April 2012

So I just started working on this procedurally generated voxel/boxel terrain thing for my computer graphics final project. The above screen shot is what it looks like after a couple hours of work. That's a 200x200 grid. And yes, sadly, that is 19 frames per second.

Right now, I'm just generating the terrain using 2D Perlin noise stored in a heightmap. Using a heightmap isn't really ideal since I can't really use it to store caves or overhangs. Eventually I'm going to update that to an octtree and use some combination of 3D Perlin noise stuff for generating the map.

For drawing, I just draw every single block which pretty much explains the 19 FPS. I have some ideas for optimizing it, such as only drawing blocks that are inside the view frustum and only drawing faces that are touching empty blocks, but I haven't gotten around to doing that. My OpenGL skills aren't there yet.

I'll post some more when I have more to show.