Hacker News new | past | comments | ask | show | jobs | submit login

Depends on how you are representing stuff. The name is a slight misnomer that hails to the early days of this project when everything was strictly voxel based. Now the only thing voxels are used for is to determine the basic terrain addition and destruction. Voxels tend to be more storage efficient because their location is inherent to their index and vice versa.



> Now the only thing voxels are used for is to determine the basic terrain addition and destruction.

Do you find that to be pretty efficient compared to other methods of terrain deformation (ROAM,etc)? Pretty curious, since I did my big undergrad research paper on deformable terrain in videogames before the huge voxel craze.


Depends on what you classify as efficient: mem usage, gpu workload, etc. Voxels are easy to work with but often represent more data than your really need.


I was mainly asking in general terms of "gamedev" efficient: Whatever deforms and renders at a playable rate and looks just as good as the alternatives.


Voxels would probably be the simplest thing to program with (they were easier to use in my first iteration than my current (3rd) iteration of the engine)




Applications are open for YC Summer 2020

Guidelines | FAQ | Support | API | Security | Lists | Bookmarklet | Legal | Apply to YC | Contact

Search: