Skip to content

Optimised ray marching for voxel worlds, written in C# and open sourced from the Vercidium Engine.

License

Notifications You must be signed in to change notification settings

Vercidium/voxel-ray-marching

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

6 Commits
 
 
 
 
 
 

Repository files navigation

voxel-ray-marching

Optimised ray marching for voxel worlds, written in C# and open sourced from the Vercidium Engine.

The explanation of the source code can be found in this blog post.

References

This voxel ray marching algorithm is based on A Fast Voxel Traversal Algorithm for Ray Tracing by John Amanatides and Andrew Woo and has been optimised by keeping block lookups within the current working chunk.

Benchmarks

Benchmarks were run with a Ryzen 5 1600 CPU.

Ray length (blocks) Ray march time (nanoseconds) Rays per 16ms frame
1-10 250 64000
200-400 3400 4700

In Practice

In Sector's Edge, ray marching is used to calculate particle and projectile collision with the map.

Particles screenshot

About

Optimised ray marching for voxel worlds, written in C# and open sourced from the Vercidium Engine.

Resources

License

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published

Languages