Why I'm Using An Octree Instead Of A Voxel Grid | VR Procedural Terrain

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  • Опубліковано 10 чер 2022
  • People have asked how terrain is generated in my vr indie game so I wanted to explain how the system works. I decided to use an Octree object system instead of a voxel grid system (although even a voxel system could also be used in conjunction with octrees) because it has some use cases that I want to use in my game that would either not work or just be more difficult to work with a normal voxel grid system.
    I would like to note you could make a system that uses an octree along with voxels to visually look pretty much identical to the system I used (in a static state). One way to do this would be to create a sparse voxel octree. This would be an implementation choice, I didn't go this route for better or for worse.
    The implementation shown in the video is an octree of objects that happen to be cubes but could be any object, they can move, they have no relation to each other internally, are not guaranteed to be axis aligned and are fully autonomous objects that can move and interact with the world without affecting the octree data structure they are initially defined by. I would not classify them as voxels because they do not have the properties of a voxel and have a lot of properties that voxels don't have. There are pretty big downsides to doing it this way but for my use case it works fine and there are some pretty cool things you can do that a normal voxel system wouldn't be able to or would be very hard to do.
    I can't say I would recommend doing it this way unless you test it out and decide the limitations are worth it for what you plan to use it for.
    My twitter:
    / blekohbot
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