Re:Matheminecraft: Where math and Minecraft meet
by sscott on Tuesday April 21, 2020 @06:22PM
(#22939967)
But you've still got to load the chunks from some massive dataset stored somewhere and you can still look/run around in a full sphere at 60fps?
The backdrop pieces are effectively where the rays hit as far as I can tell from your description.
One memory optimisation I can think of is to store a bvh of the empty space and traverse that. Using a signed distance field might also help in the ray marching.
Re:Matheminecraft: Where math and Minecraft meet
by haolez on Tuesday April 21, 2020 @10:26PM
(#22941417)
Maybe we could use something similar to PostGIS' spatial indexes to fetch only the cubes that we need.
Re:Matheminecraft: Where math and Minecraft meet
by haolez on Tuesday April 21, 2020 @10:25PM
(#22941404)
I thought about something like this as well. You could use "low resolution ray-tracing", i.e. using very thick light rays to create layers of 2D snapshots of what's suppose to be beyond the range of view. And then evolve the system from there :)
You could even add atmospheric effects to cheat and only save a monochrome image, then tint it progressively bluer and bluer (but not invisible) with distance.