Voxel Tech Demo

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Also, this is honestly one of the prettiest tech demos I've seen. Needs some serious color to it, but it's ballin' as fuck and looks awesome.

bitrising
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I am pretty sure these are voxels. To me its looks like a rigid cube gets instantiated whenever a voxel gets destroyed.

Inkooognito
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I believe that the voxel engine this defines should be used for realistic destruction simulation, rather than just another generic cube world . Imagine the potential for this if it could detect corves in the ground's voxel grid, and voxels turned into 3d modeled debris after being launched. It would be like Frostbite 4.

GreyGeistOwns
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Hmm... you are right about these not being voxels, although I think the world is however made out of voxels and just before the 'voxels' go into physics mode whatever, they become cubes.
At least, that how I would make a program like this.

thecookiegeneration
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Hello. Does this demo work on some kind of ready-made graphics engine, or is the whole project made independently from scratch?
Please tell me how the voxel rendering is implemented in this demo? At first glance, it seems to me that a mesh is built here over all cubes. I am wondering how to implement optimized rendering and destruction of buildings in voxel space.

segmentation_fault
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@QuininSane one point in the video it says 69216 quads... divide that by 6 and you have 11, 536 which I thought should be the amount of cubes but thats not right cause the value changes throughout the vid. As one cube is added at 0:16 it increases by 4, because 2 sides are in contact, so its one mesh that breaks into seperate cubes when needed. Explains why theres odd numbers too. So in theory a detailed box 1000x1000 'voxels' wide would be processed as just 1 cube until broken apart. I think :P

JTickett
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The maximal objects rendered in this video seems to be only around the order of a thousand, is that the limit of this program, or can it handle around at least 10 or 100 thousand?

quansasun
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This isn't a game, it's a tech demo. This was originally a test that a guy made that he wasn't going to release but he finally did in the Humble Bundle.

MrSammyTeee
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Can we stop arguing whether this is is voxels or not and just agree that this is cool and has a lot of potential? :)

Lordofcookiejars
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If you like this check out Seed of Andromeda. It's been worked on way longer at look a lot more better. It has physics too!

captaingael
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@Broden124 Yes it would... If the building collapses, the sniper dies, right?

guitarskills
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I can see the physics only apply to individual cubes, they don't interact and collide with eachother,

BannedIP
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@Broden124 X-Com Apoc was released in 1997 and in used squares of space on multiple levels, and if you destroyed the supporting structure of a building, then the whole thing collapsed. Structural integrity was a core concept of Red Faction: Guerilla, and Im still having hours of fun watching the structural integrity of a building fail, and approaching demolition strategically. Applying this concept to 'voxels' (cubes) is not advanced, I could, and probably will do this. Still <3 Introversion!

JTickett
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@QuininSane I think Broden124 misunderstood the comment he was replying to (that the terrain would be tiny tiny voxels simulating realistic looking matter), and I misunderstood what was meant about why it wouldnt be made in mainstream gaming. I thought he was saying its not possible, but I get that 'mainstream gaming' only invests in ideas that are tried and tested (recycled) ideas because they arent risky investments, innovation usually only comes from the indie developers these days.

JTickett
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@JTickett This will be a long time until introduced into mainstream gaming, systems just cannot handle that many objects if you were to decrease the size of a block (to the size that the mass would considered the graphics to be "realistic"). Currently games with similar technology are all indie games, and commercial companies do not seem to desire these games as no one would want to buy a game which had minecraft quality graphics for over $75.

quansasun
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@QuininSane All down to efficiency of code. Realistically its never going to be 100% perfectly optimised code, theres always room for improvement. But strangely, it does struggle to compute a smaller amount of cubes than I had expected. Not that I could do better, I'm just curious why that is... I wouldve thought cubes (having very simple collision geometry) would need little processing. Its just 'gravity' and an outwards force from an explosion, on simple collision boxes with no texture :/

JTickett
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Ace of Spades (The free one, you can play it at buildandshoot) works like that

laith_iris
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If these were autommated, it would make for an awesome screensaver. :)

Yahaire
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@Broden124 Sorry for mass text, but "Voxels not designed for..." bothers me a lot. 2 questions:

Who do you think "designed" the voxel?
Why does their original intent have any impact on what other coders want to do?

I mean no disrespect, but from one coder to another: THINK OUTSIDE THE BOX! (no pun intended)

JTickett
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0:57 reminds me of that Men in Black gun.. The really small one with the really big explosion

amorag