Got a little breather from another project so it’s back to optimizing my lighting system!
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@yetanothervoxelgame
Got a little breather from another project so it’s back to optimizing my lighting system!
LoD chunks are making unnecessary backfaces when using the general mesher. I don’t want to have to use a custom mesher so I hope the issue is just an oversight.
Fixed a major performance issue in the loading pipeline resulting in a 5x speedup. A quick nap then it’s time to fix the artifacts in the Level of Detail system.
Fixed my loading pipeline in time for Screenshot Saturday. Now that everything is actually loading as intended the Level of Detail system is having issues with chunk boundaries. I guess fixing that is next on my list. ... And performance improvements...
UV debugging! I’m in a technicolor hell of my own making.
Chunk compression works finally! Here’s a visualization I made when I was verifying that the Hilbert Curve was drawing correctly.
Working on chunk compression. The first pass has a few... problems.
The engine now supports RGB light volumes for both sunlight and block lights! Now I can do stained glass, efficient day/night cycles, and cool environmental lighting effects! I'm going to need a wider palette of textures soon. http://kenney.nl/assets/voxel-pack is a great starter pack, but it's fairly small. I had to use a white oak texture for the stained glass instead of the glass texture so I could show the effect clearly.
Whoops.
Redoing the lighting engine so I can support day/night cycles and scattered sunlight without rebuilding the mesh. It involves switching how blocks store lights from 4 bytes (red, green, blue, sun) to 2 shorts. It reduces the color fidelity of the lights to RGB 565, but I'm confident that will be sufficient.
Added some code to flip around polygons based on light values to improve the look of shadows.
Testing an approximation for sunlight being scattered by leaves. It’s a cool effect, but it will make doing day/night cycles more complicated.
Almost have the occlusion culling algorithm from https://tomcc.github.io/2014/08/31/visibility-1.html working! Next up is an optimization and bug bashing pass on the chunk processing pipeline.
Working on LoD some more. Some tearing here and there. Far chunks look pretty rough but that *should* be ok.
Level of detail works! I need to make a test space that has coarser features to test higher levels though. First I should fix the lighting bugs...
Oh my this is still very wrong.
The first test of my morphological downsampler did not go great. I have a few kinks to work out before I have a working level of detail system.
Memory test with 50x50 chunks. 3 chunks failed to generate, and some weird threading issues started to manifest in the lighting step.