raistlinthewiz
|
|
« 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 Yet again, I'm testing myself to see what I'm capable of. Hope I'll not flamed for it 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 Still I capture ingame videos frequently and I'll be posting them here once I capture new ones. InfoStatus- 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 EffectsVideo: Voxeliq Engine VI - Day & Night Cycles - 03.2012Video: More info & new-video soon!
|
|
« Last Edit: December 27, 2012, 06:26:52 AM by raistlinthewiz »
|
Logged
|
|
|
|
Pemanent
|
|
« 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!
|
|
|
Logged
|
|
|
|
raistlinthewiz
|
|
« 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 On myside I also think that block engines can host more gameplay types and so far it's all fun!
|
|
|
Logged
|
|
|
|
Theophilus
Guest
|
|
« 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.
|
|
|
Logged
|
|
|
|
raistlinthewiz
|
|
« 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
|
|
« 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
|
|
« 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
- 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
Level 1
That's a wild fire.
|
|
« Reply #7 on: January 09, 2012, 07:45:56 AM » |
|
I'd like to see more voxel engines with diagonal planes with actual collisions.
|
|
|
Logged
|
|
|
|
raistlinthewiz
|
|
« Reply #8 on: March 05, 2012, 04:05:57 PM » |
|
Newest Video - Voxeliq Engine VI - Day & Night Cycles - 03.2012Video:
|
|
|
Logged
|
|
|
|
raistlinthewiz
|
|
« Reply #9 on: March 13, 2012, 12:48:08 AM » |
|
Video 7 - Bloom EffectVideo: - 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.
|
|
|
Logged
|
|
|
|
|
eddietree
|
|
« 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?
|
|
|
Logged
|
|
|
|
raistlinthewiz
|
|
« 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.
|
|
|
Logged
|
|
|
|
|
|