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by tintin 5439 days ago
Yeah I think so. A tree-lookup can make things easier, but then you have to estimate the bounce direction.

But overall it's a great demo. And you see more and more games using voxels for surroundings. So ofcourse you could combine this technique with polys.

1 comments

The more I think about it, the more I realize that of the three pure voxel problems (rendering, animation and collision), rendering is probably the low-hanging fruit - Though I'm not sure if creating a hybrid poly/voxel engine is any harder or easier.

Here's to at least getting a hyper-real Myst someday :)

Collision need not be at the same resolution as the rendering which should help. But animation is probably limited by how much of the scean changes. If it's a small percentage of the enviornment removing the old objects and adding the new ones should be reasonably fast. Or if it's a small number of objects you could always keep them in a seperate tree and translate a ray in the main scean with one for the moving object.