Original Post
Hey, Those of you that have seen the GDC07 demo of the CryEngine 2 Sandbox Level Editor may have noticed that they said that the terrain system they are using is voxel-based (like the old Outcast game), thereby allowing them to create detailed terrain features like overhangs and caves via a terrain 'brush' in the editor. It looks amazing! I was wondering if anyone had any recent links to papers describing how such terrain could be implemented? Specifically how to efficiently tesselate a 3d voxel grid for modern GPUs? Thanks :-)