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VR and shutter is possible but later though, the game needs to be further along. I could make a stereoscopic view but it would cut the framerate in half. IMO none of this has a practical benefit to viewing 4d, it would just be for immersiveness.

The first 4d volume renderer was GL4D I believe. Khan Academy has good linear algebra videos. Also search on YouTube "linear algebra for game programmers". If you are interested in continuing we can talk more.

The big problem though, is that the stuff you really want to see located in the center of the screen. With a volume though, the stuff on the closest edge blocks the center. So you have to make the voxels transparent but then everything looks all muddy. At some point I'll post screenshots or make a video, but this took me several years of trial-and-error to work around.

The method with the dots is called "point cloud" https://en.wikipedia.org/wiki/Point_cloud. More dots means more detail. Less dots means it's not as muddy but you can't see as much detail. So there's a balance to show the right amount of dots with the right details so you can see what's there.

The other reason I went with point clouds is because of depth-testing performance but I'll save that for another time.

Yeah it's a really good approach because someone in the 4D miner server (Koulatko) has made a volumetric screen shader in Shadertoy and is currently making one in pure OpenGL I think, but yeah I think I might try more after my exams because I've got like a month left of focusing on them.