An Investigation in Implementing a C++ Voxel Game Engine
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资源说明:An Investigation in Implementing a C++ Voxel
Game Engine with Destructible Terrain
In video games today, world geometry is often represented as a polygon mesh. While this
representation is able to represent terrain, it must be done so using an elevation grid. For each X and Z
location, an elevation grid stores the height of the terrain at that location. This has a major drawback: it
is unable to allow terrain with overhangs and caves, and is unable to allow for destructible terrain. In
this project, an alternative technique using voxels is explored to overcome these limitations for a game
engine.
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