Ive got a little project going, and its a sparse voxel octree.
Right now as I type on my other computer im converting a course triangle terrain into a dense voxel model, and its TAKING AGES.
After I've done this, I then have to calculate all the larger mips and thats going to take ages too.
Setting up the streaming-render system isnt that hard, but actually getting a real unique model in it thats large is really difficult, especially since you have to calculate all the mips for it.
The terrain im making is 65536x65536 voxels on the y plane, and that is a huge amount, ill get back to you with how much disk space it took.
So far, its probably been calculating for an hour and its not finished yet, I havent coded a progress metre even though I probably should have, the computer is just sitting in stasis computing it.
So, as far as voxels go- would anyone have any suggestions for me about improving calculation speed (from hours to maybe 20 minutes maybe) especially when I get up to computing the mips.
So far, its not threaded to stream, but it is running ok considering,
When I finally implement threaded streaming you get to stream on the second cpu and render on the first, which is pretty cool.
Has anyone else coded this before?
Thanks for reading.