Gavan Woolery
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Part 2

1/6/2012

10 Comments

 
Improved the shading a bit, created an interesting voro-noise texture that looks surprisingly like my ray-casted stuff, even though I started more or less from scratch without referencing the old code.  Believe it or not, this runs in realtime on a (good) mobile radeon chip, in the range of 60-70 fps (can easily go up past 200 if settings and view distance are tweaked).  Performance is probably 2-3x better on a real (discrete) graphics card.  It is still horribly unoptimized but runs quit well regardless.  I could do some 3D mipmapping to really improve performance.
Picture
10 Comments
Matthias
1/9/2012 05:49:08 pm

Hey,

very cool Project! Could you give me a video of that? We create something for the university in the moment. This could help us!

greetings from germany

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Gavan Woolery link
1/10/2012 12:03:39 am

Danke schön :) I will upload a video soon once I get some free time...

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ARme link
1/10/2012 06:48:32 am

Hi there,

Glad to know you are working again on a sandbox game.
I was a bit sad to read the dead status of Genesis. I really think there is something to dig (literally) with voxel-based sandboxes.
For example, today I discovered Castle Story (http://www.youtube.com/watch?v=NwZdXRPeYrc) you should have a look at it, it's full of good ideas.
I would love to mix genders with such engine, it was made with Unity3D.

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Gavan Woolery link
1/10/2012 06:58:35 am

Hi ARme,
I am not positive that Genesis is dead (I think I will change that), in fact I may decide to call this new thing Genesis. I am basically remaking Genesis but with a single player focus rather than a MMORPG. I have seen Castle Story and I think what they are doing is really cool, I am pretty sure they will do well. :)

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Chris link
1/10/2012 12:09:55 pm

Man. Just awesome. Some questions if I may...

Are the "rocks" individual objects? Like 1 rock = 1 block?

How are you representing the rocks onscreen? Polygons?

Would it be possible to see some shots/video of multiple block types at the same time? Like your boulder looking blocks with some earthy and grassy blocks? I'm curious to see if the representation you're using, which looks fracking awesome, holds with various materials. In other words does it look fracking awesome only because it's a single type of material (i.e., rock)? Or would it "work" with others as well and blend together to create a mega-fracking awesome terrain? Heh.

I look forward to any video you can upload of your progress, and of course any answers you can provide.

Take care.

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Gavan Woolery link
1/10/2012 02:06:46 pm

Hi Chris -

Thanks for the compliments, and question you may :)

There is no limit to how discrete objects are in the engine. A single rock could be classified as its own object (and moved around) or it could even be broken down further to each voxel in the rock could be treated as an individual particle. The only real limits are in terms of how often a scene is modified - you could probably rapidly modify a small area every 100 milliseconds or so, but I don't think the engine could...say...blow up a mountain in realtime. ;) Also, discrete objects cannot currently be rotated (other than at 90 degrees) - there are ways to do it, just not implemented, and it would probably be a bit slow.

I posted a shot a new screen shot (just for you!) - I just whipped it up really quick (literally like 5 minutes) - it shows some different coloring/texturing in the voxels. IMO, the new shot looks kind of crappy (I will blame that on how quickly I produced it), but better things will come in time I think. :)

I think I may have mentioned somewhere else (possibly on GameDev.net) that I am posting a video soon. Before I post a video, I want to get some good looking grass, rock, and dirt as a bare minimum, but I don't think that should take too long.

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Gavan Woolery link
1/10/2012 02:09:16 pm

I should add - rotations are very easy in terms of treating the voxel as a collection of polygons - just apply a rotation Matrix in OpenGL. However, I am not doing this for stylistic reasons. I want my engine to closely resemble pixel art, and as such every cube (voxel) must remain axis-aligned, just as pixels are axis-aligned in a 2D plane in "real" pixel art. :)

Tiffany and Co Outlet link
5/30/2012 10:55:42 am

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5/30/2012 10:57:03 am

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