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TIGSource ForumsCommunityDevLogsVoxeliq Block Engine
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raistlinthewiz
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« on: January 02, 2012, 07:01:26 AM »

Voxeliq Engine

Hi there all!, I'm the new guy in the town and will be posting updates on my engine.

Disclaimer: This is not meant to be a minecraft rip-off, clone or anything. I'm just building it for fun - which I need thanks to my boring day-time job Smiley Yet again, I'm testing myself to see what I'm capable of. Hope I'll not flamed for it Smiley

Voxeliq Engine is a Minecraft-like block-engine which is not even in alpha-stage. So I'll be not be posting any testable-executables any in near future Smiley

Still I capture ingame videos frequently and I'll be posting them here once I capture new ones.

Info

Status
  • Improved infinitive terrain implementation
  • Better & optimized memory usage
  • Ingame chunks: 1089 ~ 35 million blocks.
  • Basic lightning – though kinda buggy & incomplete.
  • Shiny textures
  • Skydome (with generated clouds), fog, flying support.
  • Basic shovel ~ block build/crack support.

Screenshot




Voxeliq Engine VII - Bloom Effects

Video:



Voxeliq Engine VI - Day & Night Cycles - 03.2012

Video:




More info & new-video soon!
« Last Edit: December 27, 2012, 06:26:52 AM by raistlinthewiz » Logged
Pemanent
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« Reply #1 on: January 02, 2012, 10:15:57 AM »

Hey I like it. It does look very minecraftie but that is what your going for so cool!
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raistlinthewiz
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« Reply #2 on: January 02, 2012, 10:31:52 AM »

thanks, actually notch himself tells in his reddit IAMA that he's looking to see more for the genre Smiley

On myside I also think that block engines can host more gameplay types and so far it's all fun!
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Theophilus
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« Reply #3 on: January 02, 2012, 11:18:28 AM »

I'd like to see a block-based world that's not open-world/sandbox/procedural, but instead a more focused games with designed levels.
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raistlinthewiz
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« Reply #4 on: January 02, 2012, 12:03:04 PM »

oh and a quick update, today I started for a quick re-write where I wasn't happy with parts.
« Last Edit: January 05, 2012, 04:32:22 PM by raistlinthewiz » Logged
raistlinthewiz
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« Reply #5 on: January 03, 2012, 06:15:54 AM »

Update: I've moved game,component, input-manager -- tonight will be starting to moving world-generator and so.
« Last Edit: January 05, 2012, 04:32:36 PM by raistlinthewiz » Logged
raistlinthewiz
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« Reply #6 on: January 09, 2012, 07:21:23 AM »

Here’s a screenshot from latest code;



Right now I’m working on major fixes for the engine, especially for the parts I’m not happy with. Here’s a quick change-log.
  • Fixed terrain generator interface, generators do now accept a Biome structure and apply it after initial terrain generation.
  • Started implementing a chunk-cache. Before all chunk management was done within World which harder to maintain. Chunk-cache will be the interface between world and actual chunk-storage and will be also responsible for re-caching.
  • Fixed a major mouse elevation & rotation input bug. yay Smiley
  • Added a cool fps-graph widget, will be adding more.

Upcoming fixes
  • I’ll be further improve chunk processors, queues and so. Will be trying to fix that chunk-recache lag.
  • Lightning needs far more work, it’s quite slow and buggy.
« Last Edit: March 05, 2012, 04:05:18 PM by raistlinthewiz » Logged
Hawt Koffee
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« Reply #7 on: January 09, 2012, 07:45:56 AM »

I'd like to see more voxel engines with diagonal planes with actual collisions.
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raistlinthewiz
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« Reply #8 on: March 05, 2012, 04:05:57 PM »

Newest Video - Voxeliq Engine VI - Day & Night Cycles - 03.2012

Video:

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raistlinthewiz
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« Reply #9 on: March 13, 2012, 12:48:08 AM »

Video 7 - Bloom Effect

Video:


  • Added a sample bloom effect though it's over applied in magnitude.
  • Replace how block memory is handled. Now blocks are stored in a single huge array instead of array per chunks.
  • Few optimization on generation/lighting/building.
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raistlinthewiz
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« Reply #10 on: March 25, 2012, 11:08:30 PM »





For details: http://www.voxeliq.org/page/story/_/devlog/voxeliq-now-supports-monog-ame-3d-opengl-upd-r186
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eddietree
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« Reply #11 on: March 26, 2012, 06:45:20 AM »

Looks good so far, but I think the bloom effect seems a bit too bloomy. How you compiling only one final blurred texture or are you combining multiple mipmaps?
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raistlinthewiz
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« Reply #12 on: March 27, 2012, 01:17:11 AM »

Yea, I actually over applied the bloom effect intentional which I'll be fixing to normals. On your second question; yes one final blur.
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raistlinthewiz
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« Reply #13 on: December 27, 2012, 06:26:16 AM »

oh and the good news is the block engine itself is now opensource! https://github.com/raistlinthewiz/voxeliq
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