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This repository has been archived by the owner on Jan 29, 2024. It is now read-only.
I remember this video! I would love to see this sort of technique implemented in armory (or any open source game engine, really).
EDIT: After watching some more videos of the concept that the author has released more recently, the main drawbacks appear to be:
Large use of disk space - the voxels are precomputed and stored on disk. The author has said that the shown demo is about 6GB
No dynamic terrain manipulation - this is due to how the voxels are precomputed
However, it is still a really cool demo. The render distance is massive and (in more recent episodes) the shadows and reflections enabled by it are really cool. I wonder if some of the techniques talked about in VoxelQuest could be carried over to reduce size (through procedural generation, basically).
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Something like this would be very useful for open world games https://www.youtube.com/watch?v=XkSS_veoSg0
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