It may be quite fast, but I don't think it's GPL, so I can't really use it. I'll have to come up with my own MacGyver'd implementation of LOD and stitching after I finish the initial implementation.
Rob On Thu, 2010-06-03 at 11:42 -0500, Jonathan Goodman wrote: > It may be a bit late for this, but I would actually like to point out > a paper that was recently released that details the construction of > terrain from voxels in the C4 Game Engine (1.5.9, and the LOD > algorithms introduced in C4 2.0 that was released a few days ago). > The implementation in place in C4 is quite fast, to the point it's > quite suitable for realtime deformations of terrain. It details the > construction, Level of Detail, material handling for per-pixel > lighting, and to some extent the editing tools available in C4 for > voxel terrain editing. > http://www.terathon.com/lengyel/Lengyel-VoxelTerrain.pdf > _______________________________________________ > Policies and (un)subscribe information available here: > http://wiki.secondlife.com/wiki/OpenSource-Dev > Please read the policies before posting to keep unmoderated posting privileges _______________________________________________ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges