Originally Posted By: MasterQ32

Looks really awesome! What about different textures? I think a multitexturing shader would give the terrain the needed look.

What method do you use to create the mesh for the terrain? Cube marching?


Procedure for my voxel terrain:
- Donwloaded a licensfree edgetable.
- curse 3d gamestudio for not supporting initialising of multidimensional arrays
- load edge table and tri table from file
- use as less structs and objects for triangle creation as possible. So I modified the marching cube lookup procedure to make is faster and onliy using Lite-C predefined structs like Vector. Ok the stack is pretty full for some moments.
- every chunk has it's own grid, to reduce the array size. I am working on a better method to save the voxel-data (volume textures)
- I let Directx calculate the normals, that saves calculation time in the mesh creation itself.
- There is a great inbuild vertex welding function in directx wich works very fast and very reliable (not in the video)
- Using the Dynamic model to (re)-construct the mesh.
- At the moment I am using a simple triplanar texturing shader. Later when I am solved the other problems, I will write a more advanced shader, like the thing in the c4 engine.