| Hoyle March 17, 2001, 05:29 PM |
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Thanks for the comments, I love to hear them all.
To answer a few questions:
The Wolf - Yes - I do repartition the octree. Nodes come and go as they please.
Spark - Sorry, I'm not sure what you mean by "fog the skysphere"?
deks - Memory requirements are steep, but I'm working on that. The entire voxel mesh is not allocated. Instead only the part areas that contain changes. So a mesh that contains a large flat terrain would take up about as much memory as just a simple heightfield map.
I'm also going to add a caching mechanism. This will allow me to take part of the octree offline. A map might take a few gigs on disk but only a few hundred megs in memory.
Jaap Suter - I added a new section to my homepage just for you explaining my algorithm. I'm terrible at explanations so feel free to email me for clarifications. Check out http://home.jam.rr.com/jstrohm/projects.html and look on the left.
Leon Rauis - See deks answer.
David Olsson - Exactly what I'm doing :)
IOHazard - A friend of mine keeps wanting me to do that. To put a fully spherical planet in the engine and simulate gravity, non of that flat terrain engine stuff. I might think about it, but I've got a ways to go.
STZ - I'm confused as to what you are saying, but thanks for the comments anyway.
malkia/eastern.analog - Sorry their isn't a Windows executable for a number of reason.
I quit programming in windows about 2 years ago and I haven't regretted it yet. I went to BeOS and then to Linux (Better NVidia 3D support).
I haven't had my Linux box crash while developing this year.
I've gotten fed up with Microsoft. There API's are terrible. I know, I know everyone says DX8 is much better (I used DX3 I think.). I looked at DX8 and it's finally looking more like OpenGL. hmm wonder where they got that idea? :)
Biggest reason, I don't have a Windows compiler. I hope to port to windows someday. That's where all the gamers are.
This application is pretty much 100% OpenGL, GLU, & GLUT so it should port to Windows fairly well . . . hint hint, anyone want to port for me?
While I have the podium I just wanted to say something. . . hope this doesn't start a flame war. It's said with the kindest regards.
STOP USING ROAM!!!! ; - )
I see a whole lot of engines using roam (and it's a WONDERFUL algorithm), but with todays cards you need to be able to push
a lot more triangles to the card. I mean my Geforce2MX can hit 8 million triangles a second fairly easily. That's insane but to do that
you need to organize your polygons well and do a lot of bulk dumps of triangles to the card. I haven't seen a lot of engines that focus on this.
Anyone out there writing their own engine, look at the number of triangles per second you get. Can your engine push 8+ million triangle a second? If not, your old news (not trying to be depressing.).
Sorry if I've been ranting, this has been on my mind for quite awhile. This isn't directed at anyone I just wanted to see what the community had to say about this kinda of stuff. I may be totally offbase.
I'm tired, been programming all night. TTYL.
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