What graph are you using for the Voxlap demos? I was using the BGL latley to graph because it has algorithms built in like shortest path etc but maybe something else is better?
Mainly I want to move to a totally automated world from just terrain creation..
Tomkh at
I don't know too much about 3rd party libraries (like Boost Graph Library).
I try to write everything myself (to learn and have fun), but that is just my choice of course.
Also, I don't use any special graph algorithms (like shortest path) in my Voxlap demos, probably just because there is not very advanced AI in it (I simply use single raycasts to detect visibility or few random raycasts to guess if there is a more fancy passage/tunnel between two points).
But if you want some advanced AI, nice thing to try could be to use lower level mipmaps (voxel level with lower resolution, like 16^3 blocks instead of unit voxel cubes) for shortest path algorithm, They are updated every time player changes the level (like blows up a hole).
Dune at
The raycasting sounds better. Would I be able to throw in complex objects like cars, etc?
Could I randomly create a building?
Also could I page this to have seamless level changes somehow. I know the load times are long but could it be paged?
Tomkh at
I think I don't fully understand what are your problems/needs.
Maybe findmaxcr / anyvoxelsolid / anyvoxelempty is what you are looking for.
I encourage you to read voxlib.txt some more, especially "Physics helper functions" and "VXL reading functions" parts.
About paging: It's not supported and you need to learn a lot about Voxlap engine before doing it. Hacking "sptr" table is probably a good start (it is a table of pointers to voxel columns for each mipmap). Also as Ken said on his forum, loading already generated level (in VXL format) is fast, few seconds at max.