Isometric allows me to make a lot of assumptions.
For each Chimera block, I need to draw 1024 voxels. Each voxel is always going to have the same shape, or geometry, but not scale or size necessarily.
Lots of learning about how to do meshes and stuff in Cinder.
I have a cube being drawn as a VBO. Next up, I need to set the normals and rotate it isometrically before it gets drawn.
Pretty lost in experimentation. I keep oscillating between a simple isometric approach (fast) and a full-blown camera approach (flexible, and possibly not much slower)
After pontificating one way and another, I took half an hour of Byron’s time (thanks Byron!) and received some valuable insights into how the rendering pipeline works.
I spent a few more hours working and you can see the results for yourself. This morning I had never done any real 3D programming in my life. I’m a family man and a business development person with lots of distractions and of course, today my Twitter timeline saw an unusually high level of activity… And now, I have shaders running, drawing a cube from a given camera position. There are still some kinks to be worked out, but I’m really happy with how far I came in a single day.