#168000 - f00l - Mon Apr 06, 2009 2:41 pm
Hey guys,
A long long time ago I submitted a sprite to voxel demo on gbadev.org. Some people seemed intressted in what the next step might be, so I thought you guys would like to see my latest 3d engine!
It's a true 3d voxel engine, some cool features :
- 100% destructible 3D models
- Full control over every single voxel in the scene
- Per voxel collision detection (next to the object vs object detection)
- Handles all types of shapes/models without any disadvantages regarding speed (for example, the voxel count merely increases when going from a cube to a fully rounded sphere)
- Supports hollow and solid models
- Models can be texture mapped
There?s a tech demo here : http://www.youtube.com/watch?v=z20SjIB4kBA
I'm also building an indie game on top of the engine :
goodbyegalaxygames.blogspot.com
Since this is an indie-project, I would really appreciate it if you guys could spread the word!
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woei!
#168032 - TwentySeven - Tue Apr 07, 2009 1:12 pm
Hey hey.
Arnt voxel data sets really huge?
How many voxels can a DS voxel world have?
#168058 - hacker013 - Wed Apr 08, 2009 4:53 pm
what is voxel O_O?
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#168061 - Kath - Wed Apr 08, 2009 6:44 pm
hacker013 wrote: |
what is voxel O_O? |
http://en.wikipedia.org/wiki/Voxel
#168071 - kusma - Thu Apr 09, 2009 12:20 am
really cool stuff :)
#168080 - elwing - Thu Apr 09, 2009 6:15 am
yep, that looks simply marvelous, wasn't thinking the NDS being powerfull enough for that kind of things... Unfortunately I won't get a DSi so no DSIware for me...
#168119 - f00l - Fri Apr 10, 2009 3:23 pm
TwentySeven wrote: |
Hey hey.
Arnt voxel data sets really huge?
How many voxels can a DS voxel world have? |
Well, yes. Luckily there are a number of ways to compress the data :) I mainly use a modified version
(to fit my own purposes) of Ken Silverman?s ?slabs?. Basically a slab is a straight line of voxels
that are connected (no air between them) to each other. So you only need to store x,y,width for each
slab (instead of x,y for each voxel) and you never need to store the empty (or air) cells from the grid.
The size of the voxel world depends on some options and what hardware you are running it on.
If the object needs to be destructible the engine needs to store a subset of the model in RAM,
so we are basically limited by the RAM.
For a normal DS (with 4 MB RAM) the engine can handle a model up to 256x256x256 voxels. The DSi
however has 8 MB RAM, so we can store a lot more voxels.
If the object doesn?t need to be destructible you are mainly limited by decrease in frame rate
(because we don?t need to store anything in RAM).
_________________
woei!
#168133 - DiscoStew - Fri Apr 10, 2009 7:03 pm
f00l wrote: |
The DSi however has 16 MB RAM, so we can store a lot more voxels. |
Fixed. :P
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#168136 - f00l - Fri Apr 10, 2009 8:08 pm
DiscoStew wrote: |
f00l wrote: | The DSi however has 16 MB RAM, so we can store a lot more voxels. |
Fixed. :P |
ah yes!
That's a stupid mistake I keep on making. You see, before the specs of the DSi where out, the rumors (at least in the circle of people I interacted with) said that the DSi had a double amount of RAM. And that number is still in my head? stupid rumors :(
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woei!
#168138 - DiscoStew - Fri Apr 10, 2009 8:43 pm
Well, the DS development hardware had 8MB, but purely for development purposes.
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DS - It's all about DiscoStew
#168176 - Darkflame - Mon Apr 13, 2009 9:09 am
Excelent work.
I always thought voxels were massively unused in games, but I was thinking pc games, didnt think a little ds could pull it off at all :P
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#172591 - ritz - Wed Feb 17, 2010 3:49 pm
Congrats on your game (Flipper) coming out on Monday. I was reading about it and looks cool (and unique). Good work man, you'll get my 500 points!