Original Post
Hey everyone.
I've been battling with a problem and I haven't been able to make much headway. I'm about at my wits end, so I thought I would ask the community what they think or if they have any resources/ideas that might be beneficial to me.
I'm working on a program right now which lets me create voxel-based graphics. These graphics will then be used for a small adventure game that I've had in the back of my head for a while, but I've been unsure of the graphical style I wanted to use until now. If I had to make a direct comparison in style, the game would be somewhat similar in appearance to 3D Dot Heroes. It's still not the best comparison to make but it'll have to do.
However, I don't want to make my system requirements very high and I want to be able to put a lot of action on the screen without crippling my framerate, so I need to come up with a way to reduce the complexity of my voxel based graphics. The obvious first step is to purge any voxels that are obscured completely and only render faces which are visible which is a trivial matter. The next step is to group up large faces from the voxel grid and create a simplified mesh.
I've created an image here to illustrate my point:
http://dl.dropbox.co...l/voxelbake.png
My problem is I can't seem to wrap my head around doing the grouping of large faces part. I've tried a bit of searching on the net but the terms I'm choosing are not bearing much fruit. I was wondering if anyone has any experience doing something like this or knows of any papers which describe something similar?
Any help would be greatly appreciated!
I've been battling with a problem and I haven't been able to make much headway. I'm about at my wits end, so I thought I would ask the community what they think or if they have any resources/ideas that might be beneficial to me.
I'm working on a program right now which lets me create voxel-based graphics. These graphics will then be used for a small adventure game that I've had in the back of my head for a while, but I've been unsure of the graphical style I wanted to use until now. If I had to make a direct comparison in style, the game would be somewhat similar in appearance to 3D Dot Heroes. It's still not the best comparison to make but it'll have to do.
However, I don't want to make my system requirements very high and I want to be able to put a lot of action on the screen without crippling my framerate, so I need to come up with a way to reduce the complexity of my voxel based graphics. The obvious first step is to purge any voxels that are obscured completely and only render faces which are visible which is a trivial matter. The next step is to group up large faces from the voxel grid and create a simplified mesh.
I've created an image here to illustrate my point:
http://dl.dropbox.co...l/voxelbake.png
My problem is I can't seem to wrap my head around doing the grouping of large faces part. I've tried a bit of searching on the net but the terms I'm choosing are not bearing much fruit. I was wondering if anyone has any experience doing something like this or knows of any papers which describe something similar?
Any help would be greatly appreciated!