
A faster* 3d minecraft renderer (octree traversal algorithm)
Instructions
Turbowarp link: https://turbowarp.org/791498815 ------------------------------ Instructions ----------------------------- WASDQE to move, ARROW keys to rotate. Move your mouse to the top of the screen to see the options menu. -------------------------------- Options -------------------------------- Algorithm - determines whether an octree traversal algorithm (0) or voxel traversal algorithm is used (1) Max iterations - maximum raycasting iterations Show iterations - Shows the number of times a ray had to repeat, where white is 0 and black is the maximum. Setting this to (1) allows you to see the octree at work! (you may need to turn max iterations down) ----------------------- How does this work? ----------------------- Unlike a normal voxel traversal algorithm, which steps across each voxel (or cube) in space, this algorithm first splits the world into an octree (a 3d version of a quadtree) and traverses across that. ---------------------------- Is this faster? ----------------------------- Generally, yes. Splitting the world into an octree saves repetitions, which you can observe by setting show iterations to (1) and swapping between the two algorithms. However, the octree makes the traversal process more complex, which means that each iteration takes longer. This means that the algorithm is faster in worlds with a more optimised octree (generally worlds with large cubes of empty space such as the superflat world), but slower otherwise. ----- Is this better than a normal traversal algorithm? ------- Probably not. The octree takes more computational power to generate, meaning that adding and breaking blocks would likely result in lag spikes. Furthermore, the algorithm isn't always faster and is harder to work with. Tags: #raycast #raycaster #voxel #raycasting #minecraft #textures #ray #madness #demo #3d #3D #world
Project Details
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