Gavan Woolery
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Some videos (As Requested!)

1/11/2012

24 Comments

 
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):
24 Comments
Chris
1/11/2012 02:22:03 pm

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.

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Gavan Woolery link
1/11/2012 03:02:35 pm

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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David Williams link
1/11/2012 04:58:31 pm

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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Gavan Woolery link
1/11/2012 05:11:59 pm

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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David Williams link
1/11/2012 08:24:52 pm

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
1/13/2012 08:33:03 am

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.

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Gavan Woolery link
1/13/2012 09:42:53 am

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.

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Tomasz Dobrowolski link
1/17/2012 08:55:32 pm

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

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Gavan Woolery link
1/18/2012 04:23:37 am

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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