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Re: Voxel in Game Studio [Re: WretchedSid] #387997
11/26/11 18:43
11/26/11 18:43
Joined: May 2009
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Caucasus
3run Offline OP
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OMG! That looks incredible! And the best part is, that everything could be destroyed grin
I think, I'm going to use those "fake" voxel stuff, which used in CubX and by Superku (any links to the last one?).


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Re: Voxel in Game Studio [Re: WretchedSid] #387998
11/26/11 19:03
11/26/11 19:03
Joined: Mar 2006
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WA, Australia
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Originally Posted By: JustSid
Originally Posted By: Rei_Ayanami
Using voxels is just a form to save/arrange your level. That means, you have (usually) a grid where your things are aligned.

No, its not. A voxel is a volumetric object in the game space, its not a polygon or something similar.
And no, its not possible to integrate Voxels into Gamestudio with simple methods since they require a different way of rendering and data storing.
Can we have some reliable sources? Voxels don't have an inherent way of being rendered. They describe a way of representing 3D data that is an alternative to polygons, but representing them with polygons doesn't stop them from being voxels. Minecraft uses voxels, but the low resolution and simple block-based style means there's no need to get any fancier than building a polygonal mesh over the data. Its and Meinkraft's "voxels" are still voxels, even if its not practical in a higher-resolution context. Voxatron could use polygons to represent its data, but I think I heard it uses a software renderer to render the voxel data by its own means.

Yes, there are ways the engine could support rendering voxels in ways we can't now and thus open up avenues to more dynamic and high-res voxel-based scenery, but let's be more careful with general sweeping statements (not just @Sid -- I believe the "correct" answer is both Rei's and Sid's answers, replacing "No" with "Or").


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Re: Voxel in Game Studio [Re: JibbSmart] #387999
11/26/11 20:10
11/26/11 20:10
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3run Offline OP
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Thank you. The only thing I liked in Voxatron are destructions, I want to recreate them. Could that be possible, what you think?


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Re: Voxel in Game Studio [Re: 3run] #388000
11/26/11 20:25
11/26/11 20:25
Joined: Feb 2010
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destruction?
Voxatron getting pretty interesting grin



Re: Voxel in Game Studio [Re: Random] #388001
11/26/11 20:32
11/26/11 20:32
Joined: May 2005
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Lübeck
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JustSid: How did you get to that statement? Did we figure exactly that out what Julz wrote, when we tried to actually create a voxel based engine?
Polygons are very fast a way to render Voxels hardware accelerated. The more restrictive but probably cooler way are volumetric textures or something like that which are quite well suited for some basic shader based raytracing and the software way usually means basic to more advanced raytracing or ray marching.

Re: Voxel in Game Studio [Re: Slin] #388002
11/26/11 20:56
11/26/11 20:56
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Just for the record, I did not create meshes dynamically for MeinKraft. You may have a look at the 256kb contest entry by fogman, i.e. the tower defense game (the best name he could come up with), all its meshes are created on the fly.


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Re: Voxel in Game Studio [Re: Superku] #388003
11/26/11 21:13
11/26/11 21:13
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3run Offline OP
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I know that, I've even tried to learn a little bit from it, back then. But what about recreating same destructions with GS, is that possible? With use of PhysX may be?


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Re: Voxel in Game Studio [Re: 3run] #388011
11/26/11 23:12
11/26/11 23:12
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http://damocles11.byethost9.com/griefer4k.html

This is my 4kilobyte voxelgame...
(using realtime shadows , wich is quite quick to calculate,
and simple AI-peons that build up houses)

Using Voxels themself in 3dgs is easy, it just a question of how
fast the rendering will be.
But several tricks and LOD techniqs could be used then.


Re: Voxel in Game Studio [Re: Damocles_] #388021
11/27/11 08:54
11/27/11 08:54
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But you didn't make this with GS, did you? Any source I can read about using voxels in GS, or at least some tricks?


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Re: Voxel in Game Studio [Re: 3run] #388028
11/27/11 12:11
11/27/11 12:11
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This is made in Java.
But the same logic can be used when using it in 3dgs.
The only difference is how to render the voxels.

You could even use sprites to render the voxels. But probably
you want to use simple cubes.

One of the most important performance optimizations is to
not render voxels wich con not be visible.

Just as in Minecraft, the trick is to check every voxel,
wich is solid. If it is sourrounded by all 6 sides by
other solid voxels.
If yes, dont render them.
This will remove 90% of all voxels in a landscape
similar to minecraft.

Another point: the level-savefile.
With the propper approach you could compackt down a normal
minecraft level to a few kilobytes.
Because every level is initially procedurlly generated,
you can save this level in like 4 bytes.
(just save the random-seed...)
Everything else can be a list of changed voxels from the initial situation.
A player will usualy change only a few thousand voxels.
These are the only information you would have to save.
(lets say 2(short) * 3(x/y/z) + 1(type) = 7 bytes per voxel, * 5000(voxels) = 35kilobytes)

Rebuilding the level would be to use the seed, generate the
initial level and apply the changes.

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