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Chunk LoD

Open Ralith opened this issue 5 years ago • 3 comments

As of #63, we're GPU bound on weak hardware. Using simplified geometry for distant chunks could help alleviate this. A very simple approach would be to run marching cubes on entire chunks, such that each chunk is a single cell, containing only a few triangles. Challenges include:

  • Preventing geometric gaps between LoD levels
  • Addressing the discontinuity between boxy and smooth terrain (if we retain boxy voxels)
  • Texturing the topologically very distinct geometry (if we retain boxy voxels)

Ralith avatar Apr 11 '20 21:04 Ralith

transvoxel presents an elegant solution for LoD boundary stitching with marching cubes.

Ralith avatar May 08 '20 17:05 Ralith

This should not be addressed before #41, which will reduce the number of triangles rendered dramatically and shift the bottleneck.

Ralith avatar Jun 07 '20 17:06 Ralith

@patowen's benchmarking currently indicates that the rendering time for voxels is utterly insignificant compared to CPU costs, so we should not invest in chunk LoD for the foreseeable future.

Ralith avatar May 05 '24 04:05 Ralith