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 Post subject: PolyVox on mobile devices?
PostPosted: Tue Mar 13, 2012 8:05 pm 

Joined: Fri Feb 18, 2011 8:41 pm
Posts: 173
Heya,

I am wondering if anyone had any experience trying PolyVox on Android/iOS devices?

What performance did you find, or maybe if David can respond, what can we expect?

I am probably going to port PolyVox to my new coming Android/iOS/Windows engine, just trying to get a heads up if I should drop it before trying to see it might not be worth it.

Thanks.


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 Post subject: Re: PolyVox on mobile devices?
PostPosted: Wed Mar 14, 2012 11:42 am 
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Joined: Sun May 04, 2008 6:35 pm
Posts: 1827
I've not tried this but as far as I can tell it should work. I know there are versions of Minecraft which run on the iPhone so the performance should at least be reasonable.

You may find that the CubicSurfaceExtractor works better than the smooth version because of the lower number of vertices, but I don't know what the mobile platforms can handle in this regard. Also, I don't know if the mobile platforms will let you compute normals in the pixel shader. If not then you might have to compute them on the CPU, but this isn't really difficult.

Hopefully it compiles ok, let us know if you see any strange errors.


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