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Community / DevLogs / Re: Voxel Quest: RPG with emphasis on procedural storytelling
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on: October 13, 2015, 08:36:08 PM
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euclidion was right
what was the breakthrough?
The breakthrough was to separate the visuals from what can be interacted with at a given time. I dont need to calculate collision on things 16 km away (I can if I need to, but I won't). This lets me really effectively compress the visuals algorithmically and I can dump it to voxel data as need for collision, pathfinding, etc. Its still quite a bit different from what euclideon has going on, which I suspect is just octrees.
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Community / DevLogs / Re: Voxel Quest: RPG with emphasis on procedural storytelling
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on: August 31, 2015, 04:45:50 AM
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Is it possible to do a similar optimisation to polygons, where distant voxels are "merged" into bigger ones? Like some kind of spatial octree deal?
Yes, sort of.  I wrote a polygon-based voxel mipmapping solution once, which was used for this thing, but is not active in this video: Problem is that you get some overdraw or spaces between the voxels as you make the far ones bigger, it produces gaps where there might not have been gaps before so all 6 faces need to be accounted for accordingly.
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Community / DevLogs / Re: Voxel Quest: RPG with emphasis on procedural storytelling
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on: August 26, 2015, 07:28:30 PM
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Looking good as always, I just hope the project does actually ship in some finite amount of time.
Actually, we have a slightly more "firm" target now, although as usual no hard dates. We are aiming to get out the door in 3 months - won't be a fun game necessarily, but at least something for users to get their hands on. Within 6 months we hope to have a basic prototype. From there, it will just be continual improvement of the game for as long as possible and working towards the long term goals as time allows. BTW I love the look of Super Battlelands 
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Community / DevLogs / Re: Voxel Quest: RPG with emphasis on procedural storytelling
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on: August 26, 2015, 06:30:26 PM
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can you raytrace (assuming you are doing that) inside deformed cube? I mean skewed, rotated, etc ...
Also I bet you have already read the paper of media molecule "dream"'s rendering
Yep, I have read the media molecule paper - I actually encountered some similar problems as them. It is ray-based, and I can do any sort of tranformation to the rays, allowing relatively cheap space deformation. I can rotate objects, twist them, skew them, or even create portals easily.
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Community / DevLogs / Re: Voxel Quest: RPG with emphasis on procedural storytelling
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on: July 15, 2015, 03:11:29 PM
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That water is really pretty! I gotta say though, I really dislike the volumetric grass. I think the old 2d grass looked better. It looks like weird slime stalagmites.
I agree actually! This is just an early pass at the grass and it will get better over time (time willing!) already in the newest shots it looks a little bit better just because it is much smaller and more dense.
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