So, I've been having fun with some OpenGL, I'm working on a terrain engine, we'll see where it goes...
So far, I've got:
voxel terrain renderer, tesselated with marching cubes.
the signed density function is generated from a few octaves of simplex noise.
multithreaded chunk generation and tesselation with no world bounds.
triplanar mapping with a fixed directional light.
Currently, the chunks are of fixed size, and I can generate and render about 7^3 chunks around the player, while you're moving around.
Immediate future plans:
ChunkManagerto use the Octree to determine views in frustum, and apply LOD based on view distance. Currently I'm using a
std::unordered_maphashed by chunk coordinates, which is not very fast. (I'm just for-looping around the player to get/generate visible chunks).
use LOD chunks to increase the view distance.
switch to Dual Contouring.