Re:Atomontage: voxel 3D simulation technology for games
by taneq on Thursday April 05, 2018 @10:42PM
(#16770529)
Yeah, that was my first thought too. Maybe it's just because they're both voxels.
The problem with voxels is always the memory requirements. Even with only one byte per voxel at 1cm resolution, you're talking 1GB of per 10m cube for a naive implementation. You can limit your model to just the visible surfaces of your world, but then you're basically just using fat triangles.
The problem with voxels is always the memory requirements. Even with only one byte per voxel at 1cm resolution, you're talking 1GB of per 10m cube for a naive implementation. You can limit your model to just the visible surfaces of your world, but then you're basically just using fat triangles.