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[collision] Second generation of octree collision detection: account for vertex collisions #423

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@IAmNotHanni IAmNotHanni commented Jul 22, 2021

Not ready for review yet

  • Refactor the rendergraph so that every octree has its own vertex and index buffer and its own uniform buffer

Closes #406

TODO

  • Iterate through octree worlds in order of increasing distance to camera
  • Store center of a cube instead of calculating it every time
  • Find a solution for taking grid size into account
  • Render the vertex which collides with the camera ray in a different color
  • Improve reference page about octree collision detection #388

Tests and Benchmarks

  • Add new automated tests (inexor-vulkan-renderer-tests)
  • Add new automated benchmarks (inexor-vulkan-renderer-benchmarks)

Outlook

@IAmNotHanni IAmNotHanni added cat:enhancement enhancement/requested feature/update of existing features feat:octree octree, cube computations labels Jul 22, 2021
@IAmNotHanni IAmNotHanni self-assigned this Jul 22, 2021
@IAmNotHanni IAmNotHanni force-pushed the hanni/collision2 branch 2 times, most recently from 989ce27 to ceb09db Compare August 30, 2022 11:43
@IceflowRE IceflowRE linked an issue Dec 3, 2022 that may be closed by this pull request
@IAmNotHanni IAmNotHanni closed this Mar 4, 2023
@IAmNotHanni IAmNotHanni reopened this Mar 4, 2023
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So I have been thinking about it and it really makes sense to refactor the rendergraph a little first so that every octree has its own vertex and index buffer and its own uniform buffer before I merge this.

@IAmNotHanni IAmNotHanni added the prio:high This has high priority. label May 20, 2023
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Support camera ray collision for indented cubes Move axis aliases into one axis enum
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