Benjamin Saunders
Benjamin Saunders
As of #99, voxel rendering skips processing nodes that lie fully outside the frustum. For nodes that lie on the boundary, we could in principle do better by testing each...
This should give us reasonably cheap and scalable small dynamic lights, which suits the hyperbolic space well since large lights would have to be unreasonably powerful. Will provide a foundation...
One of the best ways to exhibit hyperbolic geometry is with structures that are impossible in euclidean space. We should extend worldgen to produce a variety of such structures, e.g....
The terrain currently has diverse materials and decent hills/valleys, but looks very dead. We should liven it with plant life, rocks, and whatever other small features occur to us. Clutter...
Environment factors rely in somewhat subtle arithmetic to construct scalar fields on the graph with symmetric distributions, i.e. such that the origin cannot be identified. We shouldn't be separately hardcoding...
Although we already carefully manage video memory, we currently store the original voxel data in host memory for the duration of the process. To limit memory use when exploring large...
This will let us avoid per-swapchain-image depth buffers, saving some video memory.
We currently only collect input between frames. This makes the precision of control over movement (for example) proportional to framerate. We could improve on this by relying on precise input...
We currently allocate a hardcoded number (4096) of worst-case sized slots for extracted surfaces. This makes inefficient use of memory, putting us uncomfortably close to storage buffer range limits, and...
We currently use a rough empirically-derived heuristic to determine when we can skip terrain gen for a chunk due to it necessarily not containing a surface. We should be able...