Technical Explanation of New Round Voxel Planet Mapping Scheme in SoA
Hey gamedevs!
I know there's a lot of people here who are probably interested in planetary rendering and voxels, but combining them is hard. So I believe that an explanation of my new method for mapping and rendering voxels for full scale planets will intrigue you!
First part of the video gives an overview of the old method, and why it is bad, while the second part talks the new method. I also do a bit of speculation on how No Mans Sky does their voxel planet mapping.
If you want to steal this method or similar for your own planets in your own game, do so freely, but please mention where you learned it from!
I'm happy to answer any questions!
EDIT: Note that this method is specifically for cubic voxels. There are other methods that may work better for smooth voxels using isosurface extraction.
Posted Mar 24, 2015, 6:03 AM UTC · edited
Have you considered hiding those drastic shifts in the topography with some kind of effect? Something like the burning effect you get when a space shuttle re-enters the atmosphere. That would be a perfect time to implement sometime like that realistically and it would nicely hide that 'popping'.
Yes definitely! The transitions in the video are brand new and quite rough, and there is a lot of room for tweaking and fine tuning. A camera shake with blur and maybe a flame effect would be excellent for further hiding the shift, probably to the point to where casual users will never notice it.