Here are two videos I uploaded.  Keep in mind its still very unoptimized and there is a lot of room for improvement.  It is running at over 60 fps, but input is not threaded or smoothed correctly so it may appear a bit "jerky."  Everything is being generated on the fly (very slow, but I strongly believe I can make it load over 100 times faster with optimization).  Also, it can be (pre)generated and cached to disk for near-instant load times.  Here you go (also, direct links here and here):
 


Comments

Chris
01/11/2012 22:22

I'm loving the look. Thanks for the vids.

Question: why do the chunks take so long to load? It doesn't look like it's loading a ton of area, but it seems to take seconds per chunk. Are you creating the chunk on the fly procedurally as opposed to loading it?

On a possibly different note, theorize with me for a sec'. What if you took Minecraft and all you did was replace the Minecraft stone, dirt, grass, (i.e., terrain) blocks with yours? Would it work?

Thanks again, and take care.

Reply
01/11/2012 23:02

Thanks, no problem. It is procedurally generating each chunk, on the fly, not loading anything at the moment. Once I implement caching to disk, it only needs to generate a given chunk once, and then it will load pretty much instantaneously (as it stands, each chunk is exactly 1 megabyte worth of data). One reason it goes a bit slow is because it is so unoptimized - it is processing every voxel, even the where the air is (to some extent), and where the ground is completely solid and invisible - hence there are tons of wasted computations on empty/completely filled areas. I am going to speed this up a lot in the future. Like I said, its very unoptimized, should load much faster eventually :)

I am aiming to get it "playable" as soon as possible. One of the first things I will implement is some basic destruction and construction (probably), after I optimize everything a bit. It will probably function a bit differently than Minecraft since everything is a little less cuboid - i.e. you will have to level out terrain or build a foundation for a level building, obviously. But otherwise, there will be some similar ideas: resource collection, RPG progression for all items (tools, weapons, clothing/armor, etc).

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01/12/2012 00:58

Hi,

I'm the lead developer of PolyVox (http://www.volumesoffun.com/polyvox-about/), and I just wanted to say your work looks very interesting. Obviously there is a lot in common between our projects so I'll be keeping a close eye on your blog. Feel free to drop by our forums if you want to discuss anything voxel related.

Regards,

David

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01/12/2012 01:11

Hi David!

I saw your game "Voxeliens" a while back (I think on Rock Paper Shotgun, not sure).

I just looked over your website, I did not even realize you had open-sourced your engine, I should have just used yours. :) But I have to admit, its pretty fun building one, even if a new voxel engine is coming out every day. I think I will open source mine as well, at least after it has matured.

Good luck with everything! I will keep in touch, and maybe we can give eachother some ideas.

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01/12/2012 04:24

You're right, there is something very satisfying about building an engine based on such fundamental primitives. Plus it's great for programmers as it makes the art so much easier :-)

P.s. Thanks for the link to our homepage.

Chris
01/13/2012 16:33

Any chance of getting some screens or a vid of more natural looking terrain. You know with hills, some plains, a mountain maybe?

Just wondering!

Thanks and take care.

Reply
01/13/2012 17:42

Hi Chris - I am actually working on a new system for generating terrain (not just various noise algorithms, but a rough simulation of tectonic plate movement, kinetic and chemical erosion, watershed, lava, etc). Same engine (of course), just adding in some new algorithms. I do not want to spend too much time on terrain, but I am going to see if I can crank out anything quickly - if not I will just resort to simpler methods.

Reply
01/18/2012 04:55

Hi Gavan,

Cool stuff !

You may want to look (if you didn't already) at my old research in procedural landscapes using Voronoi-based rocks:
http://moonedit.com/tom/vox3_en.htm <- some offline rendering results
http://moonedit.com/tom/tile/tile_en.htm <- procedural textures
http://moonedit.com/tom/vox1_en.htm <- real-time use in Voxlap

Also check out Inigo Quilez's attempt to make some rocks in a GPU shader:
http://www.iquilezles.org/prods/index.htm - Leizex

Cheers,
Tom

Reply
01/18/2012 12:23

Thanks Tom!

I have been familiar with your work for a long time (I stumbled on your page from Ken's page several years ago). :)

I also am familiar with Inigo's work (found him through ShaderToy).

You have had some really interesting projects, so I am honored that you would drop by!

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