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Voxel in Game Studio #387975
11/26/11 16:36
11/26/11 16:36
Joined: May 2009
Posts: 5,366
Caucasus
3run Offline OP
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3run  Offline OP
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Is it possible to archive something similar to this in Game Studio:
Let's Play: Voxatron Part 1
I guess, engine should support it, to be able to work with it, or am I wrong?


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Re: Voxel in Game Studio [Re: 3run] #387976
11/26/11 16:41
11/26/11 16:41
Joined: Feb 2009
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Germany, Magdeburg
Rei_Ayanami Offline
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I don't get your point?

Using voxels is just a form to save/arrange your level. That means, you have (usually) a grid where your things are aligned.

You can show these "voxels" by putting models on their position. (Or Sprites)


Superku and MasterQ32 showed ways to achieve that (MeinCraft/CubeX).

Re: Voxel in Game Studio [Re: Rei_Ayanami] #387977
11/26/11 16:45
11/26/11 16:45
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3run Offline OP
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So, CubeX uses voxels? I've read a little bit in Wiki about Voxels, but I'm still not sure, if I got it right.

Thermite3D Voxel Game Engine


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Re: Voxel in Game Studio [Re: 3run] #387979
11/26/11 17:03
11/26/11 17:03
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Rei_Ayanami Offline
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Actually I think it does.

You should note though, that CubeX does not use the fastest way to show voxels, because it is using sprites.

Minecraft always creates a mesh from one chunk, which makes minecraft quite fast.

(I think Superkus Minecraft clone did that too, but I am not sure).

But for that, you need to create meshes in runtime.

Re: Voxel in Game Studio [Re: Rei_Ayanami] #387980
11/26/11 17:11
11/26/11 17:11
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3run Offline OP
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Any links to that minecraft clone made by Superku? Does he use voxels for sure? Thanks.


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Re: Voxel in Game Studio [Re: Rei_Ayanami] #387981
11/26/11 17:12
11/26/11 17:12
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WretchedSid Offline
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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. Also, Voxel worlds take up a huge amount of disk space and they need more sophisticated culling methods if you want good speed. Thats one of the reasons early games used Voxels mainly for terrains because its easier to cull and draw than a whole game world and it was way faster than polygons back then. Now most GPUs are optimized for huge amounts of Polygons.


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Re: Voxel in Game Studio [Re: WretchedSid] #387982
11/26/11 17:17
11/26/11 17:17
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3run Offline OP
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Author of the second video I've posted above, says:
Quote:
The model was about 256x256x64 voxels, and with each voxel being 1 byte that's only 4Mb. You can probably push it 100 times larger, and after that you can start using compression.
That isn't that much, or am I wrong?
And thanks for making things clear about the "Voxel", I was expecting same answer for my question.


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Re: Voxel in Game Studio [Re: 3run] #387986
11/26/11 17:25
11/26/11 17:25
Joined: Apr 2007
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WretchedSid Offline
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Well, 256x256x64 isn't much, if you want a comparison its like having a cube with a 256x256 pixel texture. And while its easy to load a texture once and then use it to render every object that uses this texture, this becomes a bit harder with Voxels if you still want to maintain speed.
With Voxels its easy to interchange speed with memory usage, so if you have a few terrabytes free you can create stunning scenes with lots of details which renders blazing fast, but I guess your customers will hate you for it ^^


Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
Re: Voxel in Game Studio [Re: WretchedSid] #387987
11/26/11 17:30
11/26/11 17:30
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3run Offline OP
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OK, I got it now, thank you. But will I need few terrabytes for small indie project (Voxatron for example, I've posted above)?


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Re: Voxel in Game Studio [Re: 3run] #387990
11/26/11 17:40
11/26/11 17:40
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WretchedSid Offline
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No, as the creator already mentioned, you only see 4mb worth of Voxels at any given time, thats probably the reason why he did use only 256x256x64. You can have the visible world entirely in the RAM with great performance and a compressed version of the world on disk.

But, you won't have many details, for example, here is an NVIDIA demo which uses Voxels and has medium details, but this small "world" alone already eats 2.7 Gb of data!
http://www.youtube.com/watch?v=Mi-mNGz0YMk


Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
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