/rquarfs

experiments with Rust and OpenGL

Primary LanguageRust

Quarfs!, a new generation using rust

basically, yet another voxel engine. Do not expect fancy techniques, I am happy with having some cubes on screen.

Build Status

TODO:

  • single file shader pipeline.
    • improve error reporting
    • add common text (uniforms and shading version)
  • tessellated terrain.
    • fix issue with the two triangles, one up, one down. (is there a way to identify triangles from the same primitive quad?) dot product to the rescue!
    • create side quads. end the cubes.
    • fix anoying gaps in between different detail chunks.
      • with vertical borders going down?
      • with progresive degradation of the alignment of the cubes. next to the border they are almost the flat.
    • non linear interpolation for the tessellation level, I want it to change fast at short distances but not so much in the larger distances.
    • do not generate cubes for levels < 64 or 32. those are just elevation.
    • pass recomended minimun detail for a chunk. a peak should never turn flat.
      • analyze input to see what is the recomended detail level.
    • synthetise normal. use it to cull 2 faces from each cube
  • feedback buffer. we dont want to tessellate all the time, some oclusion would be nice
  • ssao, somehow
  • create pipeline infrastructure... is about time
  • performance counters
    • draw graph overlay