Just a quick update, since I got a lot of questions about texturing - any voxel can have its own custom material properties. Here is a very simple example I whipped up, and included a kind of crude grass and dirt texture (dirt is really just a solid color, dithered by voxel towards where the grass grows). In my opinion, this is very crude and was kind of hastily put together - I promise the future versions will look a lot better :). I am also pleased with initial reactions - my visitors have skyrocketed to over a thousand in one day (not a lot, but that is up from 1-10 visitors per day ;) ). I included one shot with a smooth simplex noise (and crappy looking) terrain and another with a sharper (I think better looking) voronoi-based terrain.
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Awesome! I can't wait for a video.
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1/11/2012 11:27:21 am
Yes, at the lowest level it uses 3D arrays, but that is used primarily for constructing the visuals (displaylists/polygons) - after each chunk gets constructed, a lot of data gets thrown away, although it will cache the majority of the data on disk and a bit less of it in memory, so long as it is within a certain range of the player. Currently, with these view distances, 2-4 gigabytes of memory is being consumed at any given instance -- however, there is still a ton of room for optimization (both in terms of speed and memory footprint). Additionally, while this game will be playable on lower-end systems, I also want it to be a major catalyst (if possible) for pushing the amount of memory and cores on a computer.
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4/4/2013 03:54:47 am
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Gavan Woolery
4/28/2013 08:23:14 pm
Thanks!
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8/21/2013 07:02:31 pm
The animated pictures of the dirt and grass posted on the page are too good. I would like to know how you designed these pictures. I am a computer science student and am eagerly waitng for your reply. Thank you.
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