Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411317 Posts in 69331 Topics- by 58384 Members - Latest Member: Winning_Phrog

April 03, 2024, 06:40:43 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
  Show Posts
Pages: [1] 2 3 4
1  Community / DevLogs / Re: Voxel Quest: RPG with emphasis on procedural storytelling on: December 16, 2015, 02:37:38 PM
It looks pretty nice actually, have you thought of using it for low depth of field effects?

I might, but I do already have a blur-based DOF
2  Community / DevLogs / Re: Voxel Quest: RPG with emphasis on procedural storytelling on: December 16, 2015, 12:50:04 AM
Yep median filter is turned on here (partially what Photoshop's smart blur relies on).  It can be turned off as well, as you can see in other shots in the @voxelquest account, like this one: https://pbs.twimg.com/media/CUTXr8OUwAAm4-s.png:large
3  Community / DevLogs / Re: Voxel Quest: RPG with emphasis on procedural storytelling on: December 15, 2015, 11:36:43 PM
You tweaked the lighting too, didn't you?

Yep, here is a recent image:

4  Community / DevLogs / Re: Voxel Quest: RPG with emphasis on procedural storytelling on: December 15, 2015, 06:44:54 PM
Long time since my last update, I now have a fully procedural / physics-based animation system in:

Partial GIF:


Full Vid:
http://twitter.com/gavanw/status/676953274738700288

See the last string of tweets from http://twitter.com/voxelquest to see how this developed over time.
5  Community / DevLogs / Re: Voxel Quest: RPG with emphasis on procedural storytelling on: October 14, 2015, 10:54:34 AM
looking fantastic. can we get a high-res version of the first/last image?

Here are two I had on hand from the last twitch stream:


6  Community / DevLogs / Re: Voxel Quest: RPG with emphasis on procedural storytelling on: October 14, 2015, 02:20:31 AM
Getting an Arcane Worlds vibe (that Magic Carpet remake that's developing sooooo slowly)

Been a long time since I've seen that.... Smiley
7  Community / DevLogs / Re: Voxel Quest: RPG with emphasis on procedural storytelling on: October 13, 2015, 08:36:08 PM
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.
8  Community / DevLogs / Re: Voxel Quest: RPG with emphasis on procedural storytelling on: October 13, 2015, 08:12:19 PM
Just a few new shots of the vastly improved view distance (formerly 64-128 meters, now 16-64 KILOmeters) Smiley

9  Community / DevLogs / Re: Voxel Quest: RPG with emphasis on procedural storytelling on: August 31, 2015, 05:13:03 AM
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?

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.

maybe this could help

http://procworld.blogspot.ca/2015/08/voxel-occlusion.html

I am using ray tracing, not polygons, so overdraw is not a problem for me! But still an interesting read. Smiley
10  Community / DevLogs / Re: Voxel Quest: RPG with emphasis on procedural storytelling on: August 31, 2015, 04:45:50 AM
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. Smiley  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.
11  Community / DevLogs / Re: Voxel Quest: RPG with emphasis on procedural storytelling on: August 31, 2015, 04:28:35 AM
That house on the cliff looks like a great home for a sorcerer.

Or a hermit Smiley
12  Community / DevLogs / Re: Voxel Quest: RPG with emphasis on procedural storytelling on: August 29, 2015, 04:09:16 AM
I've upped the view distance considerably, and improved performance to handle it.

(Link to image, to large to see here well): http://i.imgur.com/VcKRJQ8.png
13  Community / DevLogs / Re: Voxel Quest: RPG with emphasis on procedural storytelling on: August 26, 2015, 08:49:24 PM
I just wanted to come by and say you are a complete wizard.

Keep it up   WizardToast Right

Thanks!  Hand Thumbs Up Left Wizard Hand Thumbs Up Right
14  Community / DevLogs / Re: Voxel Quest: RPG with emphasis on procedural storytelling on: August 26, 2015, 07:28:30 PM
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 Smiley
15  Community / DevLogs / Re: Voxel Quest: RPG with emphasis on procedural storytelling on: August 26, 2015, 06:30:26 PM
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.
16  Community / DevLogs / Re: Voxel Quest: RPG with emphasis on procedural storytelling on: August 26, 2015, 04:06:21 PM
Some buildings in action, all visuals use solid modeling as usual.  You can see the building being put together at: http://www.twitter.com/voxelquest




17  Community / DevLogs / Re: Voxel Quest: RPG with emphasis on procedural storytelling on: August 01, 2015, 12:00:56 AM
GAVBERRY CRUNCH BE DOIN ALL THE GAMES

IF YOU SAY SO MIGGY O'S
18  Community / DevLogs / Re: Voxel Quest: RPG with emphasis on procedural storytelling on: July 31, 2015, 10:48:49 PM
BOOM

Animated version:

https://twitter.com/gavanw/status/627118562629386240


19  Community / DevLogs / Re: Voxel Quest: RPG with emphasis on procedural storytelling on: July 15, 2015, 03:11:29 PM
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.
20  Community / DevLogs / Re: Voxel Quest: RPG with emphasis on procedural storytelling on: July 15, 2015, 03:30:35 AM

New fluid in motion:
https://twitter.com/gavanw/status/621251129590984704
https://twitter.com/gavanw/status/621256160805568512



Pages: [1] 2 3 4
Theme orange-lt created by panic