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879668 Posts in 32995 Topics- by 24375 Members - Latest Member: Leumas

May 24, 2013, 03:54:45 PM
TIGSource ForumsDeveloperFeedbackCube World - Voxel-Based Exploration RPG [WIP]
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Conker
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« Reply #75 on: June 17, 2011, 02:42:58 AM »

my inspirations are games like Zelda or Secret of Mana, so maybe that's why everything looks so kids-friendly and maybe cute. Smiley

Cute games are the best. :D
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« Reply #76 on: June 17, 2011, 05:29:00 AM »

@wollay
Your idea seems good, it's alot better if you want to have lots of collision checks or fluid dynamics.

I had lots of ideas for cube-voxel rendering , so I thought that i could share them Smiley
Dunno if this will be helpful, but maybe someday someone will use it for something.
(I was/am making a voxel, multiplayer shooter, rendered with cubes and partially GL_POINT's)

I experimented with 2d array of octrees (and also with octree of 2d arrays) and both were decent, but it ended by using one big octree.

I did an octree with had a LoD level, so if something was in a long distance - it was rendered out of bigger cubes (or GL_POINTS).

Also good optimization is getting the meshes in near->far (not random) order, so the graphics card can make early z-something thing Tongue

I made rendering using displaylists, and it was rendering the map out of 'bigger' chunks.
So bassically let's say that tree has 10 levels, I set the renderLevel to 5 and lodLevel=10
and it would make me display lists with alot of cubes.
If i would set lodLevel to 6 - it would render me maximally 8 big cubes.

Also files were made in that way, they contained some lods (for ex. level 10, 8 , 6)
so I could just simply load a low resolution voxels.

I had the map saved at for ex. level 10 but i was limitting the splitting to 12, so an explosion could make really nice looking (almost worms -style) holes.

I was projecting the octree level that im curently working on to a 3d grid, and then I could optimize them (join the faces etc)

I read alot about optimizations in minecraft - and there is one, thats easy to use, and is suitable for your project :
When you are creating your mesh - split it by the direction 'where the face is looking'.
So you will have 8 meshes instead of 1 and you could render only these that are visible for the player.



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wollay
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« Reply #77 on: June 17, 2011, 10:15:22 PM »

@nospoon
That's very interesting, gotta check those optimizations. Smiley

I made a new video containing a few new features: water, trees and improved animations:

http://www.youtube.com/watch?v=__fbuhJ7gj0
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« Reply #78 on: June 17, 2011, 11:18:03 PM »

fantastic work... cube world gets better and better!  Gentleman

the water adds so much to the gane!
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« Reply #79 on: June 18, 2011, 05:10:02 AM »

Still looking fantastic!
Suggestion: Why not have prebuilt structures that NPCs reside in, this way they can have detail as opposed to making them run around without a house or have shabby huts.
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lelebĉcülo
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« Reply #80 on: June 18, 2011, 05:29:34 AM »

just a thought, I think it might be nice to have a feature where you can just hold a direction and if you're about to hit a 1 block height increase it jumps just enough for you to make it, so you can run around freely.. one of the things that strikes me about minecraft is you have to jump *everywhere*

especially with the smaller blocks, I think it'd be nice to just be able to run around freely without spamming jump. you'd still need to jump to get around trickier terrain, i just mean for the flatter areas
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« Reply #81 on: June 18, 2011, 06:32:51 AM »

just a thought, I think it might be nice to have a feature where you can just hold a direction and if you're about to hit a 1 block height increase it jumps just enough for you to make it, so you can run around freely.. one of the things that strikes me about minecraft is you have to jump *everywhere*

especially with the smaller blocks, I think it'd be nice to just be able to run around freely without spamming jump. you'd still need to jump to get around trickier terrain, i just mean for the flatter areas
Love that idea.
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lelebĉcülo
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« Reply #82 on: June 18, 2011, 07:58:00 AM »

just a thought, I think it might be nice to have a feature where you can just hold a direction and if you're about to hit a 1 block height increase it jumps just enough for you to make it, so you can run around freely.. one of the things that strikes me about minecraft is you have to jump *everywhere*

especially with the smaller blocks, I think it'd be nice to just be able to run around freely without spamming jump. you'd still need to jump to get around trickier terrain, i just mean for the flatter areas
Love that idea.
indeed!
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« Reply #83 on: June 18, 2011, 08:17:07 AM »

Ok, I'll try that. Maybe a short climbing animation instead of a jump would be cool.
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« Reply #84 on: June 18, 2011, 08:22:51 AM »

Looks really cool. I'm going to be watching this one!
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« Reply #85 on: June 18, 2011, 10:26:05 AM »

wollay: maybe the climb will work, but I guess I was wanting the feeling of say zelda when you can just run about a landscape freely. I have the feeling climbing will still give a stop/start feel to moving around
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« Reply #86 on: June 18, 2011, 02:05:19 PM »

yeah, uninhibited movement would certainly feel better, especially with it being 3rd person.

the trees look better with a bit of an underhang, but i think it would be better still with longer roots that hang down the mountain side.
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« Reply #87 on: June 18, 2011, 02:49:36 PM »

This looks gorgeous!

I think the cliffs and hills might look a little too blocky though? What do you think about making the terrain voxel based, but having the trees, houses, characters, etc.. all out of cubes?
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« Reply #88 on: June 18, 2011, 03:17:10 PM »

The water is awesome! Love the subtle splash effect.

I still feels as though the game could have more colour though, i think if you added different coloured flower patches (red, blue etc.) it would help to alleviate the amount of grey and green.

Keep up the great work!
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« Reply #89 on: June 19, 2011, 04:24:17 PM »

You're right about the roots and coloured flowers, I will work on that.

@poe
Yes, NPC's should have houses, I'm even planning villages! :D

@happymonster
Do you mean a true voxel engine based on raycasting for the terrain? I'd rather stay with the all-cubes concept since everything is based on it, like the world generator, collision and destructible environments. The Cube World is just a blocky place. Smiley
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