6DOF voxels
category: code [glöplog]
definitly my ass. look at the example rudi posted, you sure fucking with octrees will speed that scene up? casting rays is extremely cheap if done right, just 3 addition per voxel. compare that with octree lookup fucking.
@Oswald : that is what i said. It will help mostly for big scenes.
Another approach than octrees (for eg in a game with lot of moving entities which are made of voxels) would be to put those entities into bounding boxes.
First you raycast against those bounding boxes, and if you hit something do a regular raycasting as before, starting from the bounding box hit point.
Another approach than octrees (for eg in a game with lot of moving entities which are made of voxels) would be to put those entities into bounding boxes.
First you raycast against those bounding boxes, and if you hit something do a regular raycasting as before, starting from the bounding box hit point.
Seeing Rudi's prod list, I'd put my money on a 64-256b 3D voxel thingy from hell and that doesn't leave much space for anything fancy.
Looking forward to it! :)