SuperVGA said:
What is lower res geometry if not LOD? Regardless of how it's achieved, it's LOD to lower detail in the distance, won't you agree?
Well, there are surely differing interpretations of that LOD term. I did not intend to present some personal one as the only truth or something - sorry for that.
But in context of Minecraft, there is low res geometry, yes, but there are not multiple levels of detail. That's why i say it has no LOD at all.
We have multiple options for LOD:
- None. Which is always the best option if we could afford the performance loss and eventual resulting aliasing.
- Discrete LOD. Which is most common, meaning to generate e.g. 5 different meshes at different detail and display depending on distance. That's very practical technically, but increases cost on asset creation and does not work for continuous terrain (where heightmaps are still state of the art).
- Continuous LOD, which is about things like progressive meshes. The holy grail, not really achieved yet, not even by UE5.
Grimmlok said:
simply merging smaller “cubes” into bigger and bigger one the more far away u go
Ok, that sounds like a plan. Atomontage does exactly this. It's much easier than doing the same with meshes, but personally i have not seen it yet in any Minecraft alike voxel game. (I may just don't know about examples.) Probably because of this problem:
Merging 8 voxels into one also means merging different materials and disconnected geometry. A House might join a nearby rock at some distance, so this only works well if resolution is high. Likely the solution becomes a hack, tuned to work with your specific game. And likely this means spending big effort, even if the closeups remain blocky and one might think it should not become a big problem.
Doable, probably Voxel Farm is the best example (has been used for the cancelled Everquest 2). But you know, it's made by one guy who works on this for many years and still there is no game out using it, AFAIK. If you want to go there, you work on technology, no longer on a game. That's probably not what you want, thus my response. But i do not really know about your goals.
So, why do you need big draw distance? Do you need dynamic, user editable world? Do you want cubes? Can you eventually turn your procedurally generated but static world into chunks of surface meshes and use the standard technology U engines offer? Result might still look like voxels as intended, and development could focus on the game, less on tech.