Teardown-Converter
fast-voxel-traversal-algorithm
Teardown-Converter | fast-voxel-traversal-algorithm | |
---|---|---|
9 | 4 | |
23 | 123 | |
- | - | |
7.1 | 0.0 | |
5 days ago | almost 2 years ago | |
C++ | C++ | |
GNU General Public License v3.0 only | MIT License |
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Teardown-Converter
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Colored spraycan mod?
Yes. https://github.com/TTFH/Teardown-Converter. IN ORDER TO USE. Extract tdll/Colored_Spraycan_DLL.zip next to your teardown.exe. When in a level press f2 and then alt tab to the color picker window. (you might have to click the teardown icon in taskbar to see other window). It works in the latest version
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edit basegame maps?
I made a program to convert the basegame maps into an editable format, check: https://github.com/TTFH/Teardown-Converter
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Löckelle Teardown Services in sandbox?
Totally wrong https://github.com/TTFH/Teardown-Converter
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Casually made a voxel rendering engine in 4 days, performance is about 144 seconds per frame
Its written in C++, the libraries I'm using are: glfw, glad, glm and tinyxml2. I'm using Teardown Converter to convert the binary levels into Magica Voxel and xml files. I wrote all the code to import the models myself
- [MOD] Multiple spray colors, scaled objects with collisions and more!
- Multiple spray can colors [MOD]
- Spray can Color Picker MOD
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I gave Villa Gordon a snowy coat.
https://github.com/TTFH/Teardown-Converter, I don't think they would be keen on people reuploading maps with little edits though.
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Evertides Map but no unplayable places
You may want to check my converter, it allows you to edit all the maps from the game. https://github.com/TTFH/Teardown-Converter
fast-voxel-traversal-algorithm
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High Performance Voxel Engine (2021)
It's just normal old raycasting through a voxel grid a la Amanatides and Woo: http://www.cse.yorku.ca/~amana/research/grid.pdf https://github.com/cgyurgyik/fast-voxel-traversal-algorithm/...
Casting the rays from the camera will be nice and coherent, plus you probably get much better and easier shadowing using ray casts compared to shadow maps.
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Guidance for small voxel renderer
The I changed to the "fast voxel traversal algorithm" which makes sure to hit every voxel and is a bit faster too. See: https://github.com/cgyurgyik/fast-voxel-traversal-algorithm/blob/master/overview/FastVoxelTraversalOverview.md
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Voxel engine I've been working on
t's a raymarcher using the Fast Voxel Traversal algorithm by John Amanatides and Andrew Woo. The voxels are stored in an octree (actually a 3D texture with mipmaps), and to do LoD I simply stop at higher levels in the octree.
- Any good resouces on Implementing Raycasting Rendering that ya'll can share?
What are some alternatives?
vengi - free and open source voxel art tools - editor, thumbnailer and format converter
UE4VoxelTerrain - Unreal Engine 4: Smooth voxel terrian example
mayo - 3D CAD viewer and converter based on Qt + OpenCascade
RayTracing - Realtime GPU Path tracer based on OpenCL and OpenGL
PRayGround - GPU ray tracing framework using NVIDIA OptiX 7 and 8
freac - The fre:ac audio converter project
WickedEngine - 3D engine with modern graphics
OpenVDB - OpenVDB - Sparse volume data structure and tools
tinyraytracer - A brief computer graphics / rendering course
wgpu - A cross-platform, safe, pure-Rust graphics API.