Hey everyone. I’m trying to move towards solving the problem.
There are some questions:
- Effective storage voxels. Octree? if the tree is dynamic, it will be a storage optimal? Maybe B-Tree?
- Polygonization isosurface. Where it effectively carried out in the UE4? I don’t understand how the rendering engine. After seeing a bunch of demos, I saw a bunch in each file dependencies, something like a “class>bunch of methods>method in bunch of classes>again.”
- Collisions. How if using LOD and/or GPU polygonization?
P.S. I’m sorry guys. I’m only on English reading, and writing through google translate.