Continuing the discussion from How will you use bevy to render?:
What will be the render algorithm? Or at least what do you want to try first?
Are you volume raytracing, using marching cubes, or what?
~Max
Continuing the discussion from How will you use bevy to render?:
What will be the render algorithm? Or at least what do you want to try first?
Are you volume raytracing, using marching cubes, or what?
~Max
From my understanding greg wants to keep it fairly simple, but wait for him. ^.^
Simple in the sense of not having different Types of Stuff to render, so that everything is the same type of Chunk of Voxels. But yeah, I did not think much about the actual internals yet.
Real voxels or polygon voxels??
Considering that modern GPU’s can’t do “real voxels” but rather only polygonal rendering (short of what would comparably be a really really exceptionally slow shader with very simplistic scenes), it will be polygonal voxels, lol.
Yeah and I also kindof wanna allow slopes sooooooo, not pure Voxels. XD
The default renderer in bevy is wgpu, but you can use others, and there are others, like microquad I know for sure, and I know I’ve seen a couple more…
Very different processing though so you can’t really swap them as you wish, you basically choose one and stick with it.