Render Algorithm

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

2 Likes

From my understanding greg wants to keep it fairly simple, but wait for him. ^.^

1 Like

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.

2 Likes

Real voxels or polygon voxels??

2 Likes

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.

2 Likes

Yeah and I also kindof wanna allow slopes sooooooo, not pure Voxels. XD

2 Likes


It seems that bevy team is still struggling on renderer reworking, so there may not be much to do on rendering.

2 Likes

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.

1 Like