I am currently working on a voxel based game, and I need some tips or links to resources on the following:
- Raycasting/Raytracing and which one to use
- Culling: Frustum and maybe occlusion
- How to apply rotations to VBOs
Here are some of the questions I need help with:
RayCasting/Tracing:
Which is best for a voxel engine?
What is the difference?
Where do you use it and how? (Frustum culling?)
Culling:
How do you get the bounds of the frustum?
How do you work out whether a voxel is inside the frustum? (Raycasting?)
Are octrees helpful?
VBOs and rotation:
I am really stumped on this. It is for entities, which are also made up of voxels.
How do I apply a rotation to a point to put in a VBO?
If people could give me some links for these it would be great.
I don’t mind c++, even though I never learnt it it is still easy enough to understand. I just need the logic behind everything.
By the way, I use LWJGL.
Edit: Removed points that just require messing with the code and drawing complex diagrams etc