Hello, so I am a voxel developer that really loves to experiment with voxel parallax ray marching. I believe that this could have really big performance gains for a LOD mod like this. I would love to contribute and test this out.
Parallax ray marching is a technology that teardown uses to render its voxels. Its basically a hybrid approach to rasterization. Where you render simple box privatives that are ray marched.
I would love to really compare the difference between meshed graphics rendering and the parallax ray marched alternative. I am new here and would love some insight into how to integrate this into the existing architecture. Mainly the chunks need to be rendered as aabb boxes for 8x8x8 chunks. And the chunks should be sorted front to back for early-z optimizations. Any suggests would be helpful!
Thanks!
Hello, so I am a voxel developer that really loves to experiment with voxel parallax ray marching. I believe that this could have really big performance gains for a LOD mod like this. I would love to contribute and test this out.
Parallax ray marching is a technology that teardown uses to render its voxels. Its basically a hybrid approach to rasterization. Where you render simple box privatives that are ray marched.
I would love to really compare the difference between meshed graphics rendering and the parallax ray marched alternative. I am new here and would love some insight into how to integrate this into the existing architecture. Mainly the chunks need to be rendered as aabb boxes for 8x8x8 chunks. And the chunks should be sorted front to back for early-z optimizations. Any suggests would be helpful!
Thanks!