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cFlake Engine. Octree with 0.5m Voxel Resolution

Jed037 May 20, 2023 03:55
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Got the surface nets algorithm to use skirts to create a surface that lies on each chunk's edge to hide seams. Seems to work fine so far other than the weird/odd lighting due to messed up normals and texture mapping. Seems like rendering the terrain is actually the bottleneck and not actually generating it so I'll have to look into optimizing my PBR shader and use a tight/stricter culling algorithm like occlusion culling. Edit: It seems like my Octree implementation was actually quite buggy and that it would spawn the main root node 1/8th the size, so in reality, this terrain is actually 8km wide in each direction with a voxel resolution of 0.5m per voxel.
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#surface nets #surface nets skirts #octree #procedural generation #gpu compute shader