CodeGell project tests if real-time CSG generation with volumetric texture map creation is feasible for use
within a computer game. Overall, while performance was acceptable rendering one object,
the resulting application would not be scalable for use within a production computer game.
uses a modified version
, which I had stripped-down
to only generate triangles, surface meshes, and overall improve performance and usability for realtime operations.
When CodeGell is given a description of an object, it will send it through my Netgen variant to determine the
triangles forming the object' s mesh, put the triangles on a texture image, and fill the texture using an appropriate volumetric
voxel texture. With this process, CodeGell renders in real-time object cuts and holes instead of the object itself in
a traditional computer game rendering engine.
uses modern OpenGL 4.0 rendering, along with GLEW
, and GLFW3
For more information, see the source code on GitHub