gavanw
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« Reply #80 on: May 22, 2015, 05:44:07 PM » |
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I love that weirdly bubbly world. Also .. cool to see you've got a devlog here now Gavan. Thanks! Someone else referred to the environment as "marshmallow-y" -- it is just a test environment though so once I fix some stuff it should look more like the old environment.
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JobLeonard
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« Reply #81 on: May 23, 2015, 02:40:31 AM » |
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Don't just settle for the old environment too quickly - you got a lot of flexibility now, no? That's a good time to experiment. BTW, maybe you wanna try to recreate this as a PR stunt
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gavanw
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« Reply #82 on: May 23, 2015, 02:42:48 AM » |
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Don't just settle for the old environment too quickly - you got a lot of flexibility now, no? That's a good time to experiment. BTW, maybe you wanna try to recreate this as a PR stunt Yes, it might end up slightly different. That would be a funny PR method
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gavanw
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« Reply #83 on: June 19, 2015, 03:55:04 AM » |
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The newest (and final) tech revision in Voxel Quest now supports millions of objects placed in arbitrary locations (and object overlapping), of user defined size (on the CPU). This is much easier said than done, of course, but it now works well with really good performance. Able to punch holes through walls, something that would be relatively hard with polygons. See it live in action here: http://twitter.com/gavanw/status/611858901089128448/video/1
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filharvey
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« Reply #84 on: June 19, 2015, 04:20:29 AM » |
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very nice.
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gimymblert
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« Reply #85 on: June 19, 2015, 07:00:19 AM » |
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what computer specs can draw this?
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filharvey
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« Reply #86 on: June 19, 2015, 07:05:21 AM » |
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Yep would this work on mobile ok?
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gimymblert
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« Reply #87 on: June 19, 2015, 07:24:13 AM » |
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Can't wait to see you progress on story generation
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gavanw
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« Reply #88 on: June 19, 2015, 11:15:35 AM » |
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what computer specs can draw this?
have not widely tested but my target is midrange like a GTX 760. Running on a GTX 980 now. Low end and mobile may be possible at low detail. Should also run on XBOX 1 and PS 4.
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gavanw
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« Reply #89 on: June 19, 2015, 03:20:55 PM » |
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Can't wait to see you progress on story generation
Yep hope to get back to that! Unfortunately I've had to prioritize a few other things once finished with this tech stuff, but its still in my goals down the road.
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gavanw
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« Reply #90 on: July 11, 2015, 10:25:14 AM » |
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JobLeonard
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« Reply #91 on: July 12, 2015, 01:42:39 AM » |
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Let's vary some parameters randomly...OH DEAR GOD This is a recurring theme, isn't it?
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gavanw
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« Reply #92 on: July 12, 2015, 01:57:19 AM » |
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Let's vary some parameters randomly...OH DEAR GOD This is a recurring theme, isn't it? Isn't everything?
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papaonn
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« Reply #93 on: July 12, 2015, 07:34:04 AM » |
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Ohh it's gavan! :D Keep up, been watching your twitch :D
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gavanw
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« Reply #94 on: July 15, 2015, 03:30:35 AM » |
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filharvey
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« Reply #95 on: July 15, 2015, 05:55:41 AM » |
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Looking really nice, give us some to play with :-) I would love to see what can be done with your new system. Also interested to see how it looks in the game.
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RujiK
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« Reply #96 on: July 15, 2015, 08:22:02 AM » |
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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.
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gavanw
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« Reply #97 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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gavanw
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« Reply #98 on: July 31, 2015, 10:48:49 PM » |
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Mig (@wtfmig)
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« Reply #99 on: July 31, 2015, 11:33:50 PM » |
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GAVBERRY CRUNCH BE DOIN ALL THE GAMES
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