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> 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)




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