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TODO.txt
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TODO.txt
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D:
--check out D experimental allocators
library enhancements:
--generic matrix library which should work with any slice(static + dynamic sizes)
--jemalloc
--link with voxelizedBindings dynamically
--Link Time Optimization (LTO)
--create compilation instructions:
sudo apt-get install liblapacke-dev
sudo apt-get install libglfw3-dev
voxel engine:
--ucms and acms are out of the game (they are too complex and slow)
--test umdc, choose between umdc, uniform cubical marching squares and uniform/adaptive blocky terrain
--write(or find) .obj(or any other format that operates on triangles) to dense hermite grid converter, see Polymender
UPDATE ^^ see DCF and one other format (see other impl of dc)
--clean up GPU stuff
--implement custom GPU noise using some really fast random noise backend ? Or even port FastNoise to GPU !
--implement picking and on-the-fly terrain modification(without full reload)
--adaptive sampling
--proc functions with no self-intersecting triangles (see other dc impl)
why ATA|ATB|BTB variant does not work with double's ?
write better matrix multiplication
see https://github.com/Lin20/isosurface/blob/master/Isosurface/Isosurface/QEFSolver/QEFSolver.cs for working ATA|ATB|BTB representation + SVD :)
add ability to mark voxel as unsimplifiable, say those voxels that are a part of user built structures(we dont wont them to be skewed at least while player is near them)
TODO modifiable (fast) terrain
--for real time manifold rendering with sharp feature preservation LOD techniques are required
LOD: https://pdfs.semanticscholar.org/bdef/64a903d6534109b29eb922fd3359ef3c0709.pdf
realtime raytracing of algebraic isosurfaces: https://pdfs.semanticscholar.org/7beb/42b99133f55621a432ce88b522be31325e97.pdf
So options for realtime manifold feature preserving terrain rendering:
1) adaptive manifold LOD-based isosurface extraction
2) raytracing ? NOT AN OPTION (noise functions are too general : f(x,y,z) = 0 + smooth, that is too little to sample them efficiently but raytracing implicit noisy surface would require lots of samples per ray to the find minimum intersection point)
also see https://www.cs.rice.edu/~jwarren/papers/techreport02408.pdf (more about DC, QEFs, space optimisations and polygon generation)