__Low-resolution(small scale) fluid physics __Indestructible voxels __Deformable .kv6 sprites __/curvy=kwalk animation program integrated in editor __real-time low-resolution 3d raster raytracing (320x200/320x240) __Transparent voxels!! __Specular/shiny voxels!! __GPU acceleration Multithreaded CPU acceleration __1024^3 .vxl map size support __VOLUMETRIC FOG!! :o WOW!! AMAZING ;D ;D :o :o ;D Seriously, do you have any idea how awesome that would be?! ;D __and more!! :o
//RANT ALERT :P I love low-resolution voxel games because you can not render high-res volumetric fluids at fast framerates with todays and the next ten years future hardware due to the memory bandwidth bottleneck problem. It is much faster to interact with a low-resolution voxel enviroment since there are fewer voxels (if you blow a hole in a high-res model/object, you will have to remove like thousands of voxels, as opposed to a low-res model that only has 100). And it is much easier to create low-resolution games than high-resolution games, so there can be large game-making communities. Let's leave the development of high-resolution games/engines to the game industry/companies. High-resolution raster raytracing is SUPER-SLOW, that's the big advantage with low-resolution voxel games: you can play raytraced Doom-like voxel games with great gameplay on a cheap computer!! :o Also, low-resolution voxel games gives you that old school feeling :D //RANT ALERT :P
Edited by ConsistentCallsign at
JonoF at
Re: Voxlap 2
ConsistentCallsign said at
GPU acceleration
Multithreaded CPU acceleration would be more practical I bet.
Jonathon
Plagman at
Maybe more pratical, probably less efficient. :)
ConsistentCallsign at
The engine must be written in C++ since that language is better and more common :D
DEATH TO POLYS!! >:(
Speewave at
How high-res do you want your voxels?
a sphere (converted by Poly2Vox) at 256*256*256 (Tested on voxel editor thing (forgot name)) and it ran at ~25FPS on average.. ok that sucks but granted here's my conditions:
XP MCE at 1.7GHZ P4 (PC Crash\friend gave me his dell recovery disc (even its a sony) With a Radeon 9200! (had a RIVA TNT 2 in it until February)
now, i'm not sure how voxels could be more memory bandwith holding than high-poly games like MGS4 or Bioshock *games that can be handled by current gen grphx cards.
Voxels are just *from my point of view* little cubes compressed and arranged to make something noticable :) that can be destroyed better than Polys. i don't know...
but i wonder (someone would have to have good knowledge of both voxlap and Graphics cards) if somebody can also use the held in bandwidth used for Pixel and Vertex shaders to render and shade in high poly voxels!
ConsistentCallsign at
Speewave said at
How high-res do you want your voxels?
I don't have the energy/time to learn how to make high-res models. A low-resolution voxel game is better than no voxel game at all.
Is it more practical to make a new voxel engine from scratch that has all the necessary "next-gen" features (indestructible/transparent/soft/reflective voxels) than to add those features by upgrading/modifying Voxlap?
Awesoken at
Is it more practical to make a new voxel engine from scratch .. than to add those features by upgrading/modifying Voxlap?
The answer would probably be closer to yes than no.
I will briefly comment on each of your feature requests:
Low-resolution(small scale) fluid physics
Not happening.
Indestructible voxels
It could happen, but not with the quality that you expect.
Deformable .kv6 sprites
This is definitely possible.
/curvy=kwalk animation program integrated in editor
Yup. This is a good idea.
real-time low-resolution 3d raster raytracing (320x200/320x240)
If you are implying reflections by this, then I would say that's out. There are faster ways to improve the lighting.
Transparent voxels!!
It can be done as a hack, but it will probably not be the quality you expect. In PINGBALL, the near paddle (which is a KV6 model) is rendered transparently by alternating the lines. The problem with this method is it requires full frame rate to hide the artifacts.
Specular/shiny voxels!!
It should be practical to do lighting based on the estimated normal and nearby point sources (i.e. phong shading).
GPU acceleration Multithreaded CPU acceleration
I would definitely use multithread if I were to rewrite the engine.
1024^3 .vxl map size support
I don't think the current algo requires powers of 2. I would rather limit dimensions by the available memory. Memory requirements would be up to the map designer.
VOLUMETRIC FOG!!
Unlikely to happen.
Ñuño Martínez at
ConsistentCallsign said at
The engine must be written in C++ since that language is better and more common :D
More common is possible, but better is discutible. I think Objetive C (i.e. Cocoa) and Object Pascal (i.e. Delphi) have better Object Based Models than C++. Also it's easer to write a wrapper over C structs and functions than over C++ classes and spacenames.
Actually I tink C is the best decision.
ConsistentCallsign at
Awesoken said at
Transparent voxels!!
It can be done as a hack, but it will probably not be the quality you expect. In PINGBALL, the near paddle (which is a KV6 model) is rendered transparently by alternating the lines. The problem with this method is it requires full frame rate to hide the artifacts.
Can, you, the master of asm, add this feature to Voxlap? :o I don't mind artifacts, since everything is better than not having any transparency at all.
EDIT Pingball.exe is fun! :D But the paddle looks like a mosquito net, it is not transparent!! >:( :'(
Awesoken said at
Specular/shiny voxels!!
It should be practical to do lighting based on the estimated normal and nearby point sources (i.e. phong shading).
We would appreciate if you add this as well :D
hansk's incompetence gave me no other choice but to ask for your help :P
Edited by ConsistentCallsign at
Maren at
ConsistentCallsign said at
hansk's incompetence gave me no other choice but to ask for your help :P
After all he's done for Voxelstein you call him incompetent? really, you're losing it.
ConsistentCallsign at
Maren said at
ConsistentCallsign said at
hansk's incompetence gave me no other choice but to ask for your help :P
After all he's done for Voxelstein you call him incompetent? really, you're losing it.
Perhaps it is you who are losing it? Never underestimate the power of the Tongue! :P