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Re:Exploring Euclideon's Unlimited Detail Engine by Shabaz on Thursday November 24, 2011 @12:08PM (#3274824)
I didn't realize they use their own renderer. Pretty neat.

I guess I was thinking that the raycasting approach I've seen used in some of the sparse voxel octree stuff I read wouldn't make sense when you want the blockiness of voxels to actually show up very clearly, plus that it looked like you could achieve the same look using polygon based cubes. Guess I should've done a bit more research.

Re:Exploring Euclideon's Unlimited Detail Engine by extension on Thursday November 24, 2011 @03:05PM (#3275290)
You can do something like Voxatron with raycasting and it will look the same. It would just be inefficient with such big voxels. It becomes efficient when the voxels approach the size of 2D screen pixels.