CodeGell -- Jun 2014
Games Software Last Updated June 2024

About

CodeGell project tested if real-time CSG generation with volumetric texture map creation was feasible for use within a computer game.

Overall, while performance was acceptable rendering one object, the resulting application was not scalable for use within a production computer game

![A volumetrically-rendered checkerboard](/projects/software-projects/code-gell/checkerboard volumetric texture shaded.png “Checkerboard”) ![CSG from Netgen, without volumetric textures](/projects/software-projects/code-gell/Triangle ID texture shaded.png “Triangle IDs”)

CodeGell uses a modified version of the Netgen library, which I had stripped-down to only generate triangles, surface meshes, and overall improve performance and usability for realtime operations.

When given a description of an object, this program 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 defined triangles of an object itself.

Implementation

This program uses modern OpenGL 4.0 rendering, along with GLEW, Surface-Netgen-Fork, and GLFW3.

For more information, see the source code on GitHub.

![Watermellon volumetric texture shaded object](/projects/software-projects/code-gell/Watermelon volumetric texture shaded.png “Watermelon Texture”) ![Volumetric fragment-shared object](/projects/software-projects/code-gell/High-Res fragment shaded.png “Fragment Shaded”)