Wow, I was high sceptical that you would be able to scale this up past the short view distance. But not only have you managed to get a good view distance, but you also added in a nice animation system. Congrats to you! This is coming from someone who has spent years designing their own voxel platform. Please get this out to users to let them start building things, you will be amazed at what they can create.
Voxel Quest January 2016 Update
11–20 of 132 posts
Re: Voxel Quest January 2016 Update
#12The big unproven thing is building something that is fun. I look at Spore as this great unbelievable game engine that accomplished exactly what it set out to do. But they forgot to make the game fun, don't be Spore.
Re: Voxel Quest January 2016 Update
#13For the uninitiated why is this exciting? The graphics look really washed out and jittery. Thanks!
Re: Voxel Quest January 2016 Update
#14Earlier quoted context omitted.
Thanks! Glad you like them. I apologize in advance that I kind of tend to drone on (both a combination of being tired (I shot this video several hours ago at around 5 am) and my already monotone voice.
Don't worry: your passion comes through in your work, if not in your voice. EDIT. To give some unsolicited advice: From my experience giving presentations, if you want to give a demo that sounds good, I recommend around a dozen practice runs.
Re: Voxel Quest January 2016 Update
#15For the uninitiated why is this exciting? The graphics look really washed out and jittery. Thanks!
Good question! The entire scene you are seeing is being procedurally generated in realtime over 60 times per second (nothing is cached or pregenerated). It does not necessarily compete with polygons in terms of visuals, but it is great for interactivity and procedural generation and so forth. Everything you see is solid (vs being "paper thin" as most polygon games are). The entire application is only a few megabytes…
Re: Voxel Quest January 2016 Update
#16Re: Voxel Quest January 2016 Update
#17I don't have anything to add to the discussion, I am just really inspired by your work, you can see the trajectory of this project with each update. The environments look simply beautiful with the huge view distance. The big unproven thing is building something that is fun. I look at Spore as this great unbelievable game engine that accomplished exactly what it set out to do. But they forgot to make the game fun, don…
Re: Voxel Quest January 2016 Update
#18Earlier quoted context omitted.
Good question! The entire scene you are seeing is being procedurally generated in realtime over 60 times per second (nothing is cached or pregenerated). It does not necessarily compete with polygons in terms of visuals, but it is great for interactivity and procedural generation and so forth. Everything you see is solid (vs being "paper thin" as most polygon games are). The entire application is only a few megabytes…
That sounds really interesting, so compared to traditional polygon based graphics voxel is absolutely tiny?
Re: Voxel Quest January 2016 Update
#19I discovered you on HN several years ago and have been following your progress ever since. You are an inspiration to do-it-yourselfers everywhere. Rooting for you man!
Re: Voxel Quest January 2016 Update
#20Looks great! Will you add anti-aliasing at some point in the future?