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Hi - I kind of have explained it a little bit in previous comments here - I was going to go more in depth on my website but last night I was running on very little sleep. Sorry! :) The tricks are actually not that interesting but I guarantee I'm not like the Infinite Detail / Euclideon guys. :) It generates the voxels in GPU memory (About 128 MB of memory is used per chunk) - but once it renders the chunk it immediately dumps the non-critical data and reuses that rendering page. It can still access any visible voxel in the 2D rendering (even the various chunk layers), but to access the internal voxels it has to regenerate the chunk or use the procedural generation algorithm to determine what a given point would be like. Collision detection can still be handled pretty well via the larger chunk properties and the depth properties of the rendered chunk. So the real trick lies in procedural generation and the ability to rapidly recreate chunks as needed. It uses ray-casting on a hexagon shaped like an isometric cube, which is nothing very advanced or new. Let me know if I can answer in more detail - I may do a writeup on the techniques time willing. :)



Sounds interesting, definitely be interested in a blog post with some details, for example, how it compares to the normal way of doing this sort of stuff (eg. http://www.seas.upenn.edu/~pcozzi/OpenGLInsights/OpenGLInsig...)




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