Recently I've started developing voxel engine. What I need is only colorful voxels without texture, but at very large amount (much smaller than minecraft) - and the question is how to draw the scene very fast? I'm using c#/xna but this is in my opinion not very important in this case, let's talk about general cases. Look at these two games:
Especially I think video number 2 represents great optimization methods (my gfx card starts choking just at 192 x 192 x 64) How they achieve this?
What i would to have in the engine:
What optimization I have already know:
I'll be very thankful if someone give me a tip how to improve existing optimizations listed above or can share ideas of new improvements. Thanks
1) Voxatron uses a software renderer rather than the GPU. You can read some details about it if you read the comments in this blog post:
http://www.lexaloffle.com/bbs/?tid=201
I haven't looked in detail myself so can't tell you much more than that.
2) I've never played 3D Dot Game Heroes but I don't have any reason to believe it uses voxels at all. I mean, I don't see any cubes being added or deleted. Most likely it is just a static polygon mesh with a nice texture applied.
As for implementing it yourself, do not try to draw the world by rendering cubes as this is very slow. Instead you should process the volume and generate meshes lying on the intersection of solid voxels and empty ones. Break the volume into suitable sized regions (e.g. 32x32x32) and generate a mesh for each.
I have written a book article about this which you might find useful. It's actually about smooth voxel terain but a lot of the priciples stll apply.
You can read it on Google books here: http://books.google.com/books?id=WNfD2u8nIlIC&lpg=PR1&dq=game%20engine%20gems&pg=PA39#v=onepage&q&f=false
And you can find the associated source code here: http://www.thermite3d.org
Since you are using XNA, you can just use instancing to get the desired effect: http://www.float4x4.net/index.php/2010/06/hardware-instancing-in-xna/ http://roecode.wordpress.com/2008/03/17/xna-framework-gameengine-development-part-19-hardware-instancing-pc-only/
The underlying concept is instancing: this feature lets you specify some amount of repeating data and some amount of varying data in a single DrawIndexedPrimitive
call. In your case, the instance stream would be a single solid box, and the other stream would be the transform and color information.
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