Destructible Large-Scale Voxel Planets using Surface Nets
A while back, I showed my first implementation of a Smooth Voxel Terrain. While I was reasonably satisfied, it left a lot to be desired. The terrain suffered from some artifacts and performance issues, and because it was programmed in C# it could not be easily integrated into other projects. For these reasons, I decided to start working on a new implementation from scratch in C++, addressing many of these problems.
read moreLarge-Scale Smooth Voxel Terrain
Update: I rewrote this project from the ground up in C++, and I made some algorithmic improvements. Please refer to the new version.
Rendering large terrains is no easy task. In real-time computer graphics, terrains are often large subdivided planes with vertices translated vertically based on a heightmap, but this means that overhangs or caves are impossible without extra work or additional meshes. Instead, we can use a three dimensional volume to represent the terrain.
read more