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Voxel Quest January 2016 Update

voxelquest.com

61–70 of 132 posts

Re: Voxel Quest January 2016 Update

#61
post #14

Earlier quoted context omitted.

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.

Or separate video and audio capture.

Both of which require spending a lot more time on it.

Re: Voxel Quest January 2016 Update

#62

This is really amazing. How on earth does it all fit in memory? If the render distance is 16km, then that's somewhere around 16000 * 16000 * 2000 = 512 billion voxels, which would take somewhere in the order of 512GB of RAM. Obviously this is not the case, so what clever tricks are being used?

The trick is that there is an algorithm that describes the world so nothing needs to be stored until it is modified, and even then those changes are limited to a certain view distance. On the cpu side, a much lower resolution voxel data set is used for collision, pathfinding, etc (Also local to the camera)

Re: Voxel Quest January 2016 Update

#63

I love the Voxel Quest posts because they're demonstrating some seriously cool tech. However, they feel a lot like the Wolfire development blogs [0] - great tech demos without a cohesive vision for a game. From an engineering point of view, the end goal doesn't matter, but I would also love a 'bigger picture' roadmap of where it is and where it's going. Why would I use this engine? What do I 'get' over the competitio…

Skyrim was amazing, open world with lots of quests. Minecraft kinda sucked a bit, huge world but I spent more time on the internet trying to figure out what was possible rather than play the game. The Lego games have a nice open world with quests and stuff.

But a game needs to be fun and easy to understand. I hope VQ adds lots more fun things. Bombs. Bombs would be fun ;)

Re: Voxel Quest January 2016 Update

#64

Earlier quoted context omitted.

This is a really good question actually. This engine isn't really meant to compete with major engines, but moreso satisfy a little niche (and maybe that could be a big niche depending on how it gets used). I think the best way to explain it is "Shadertoy for large environments" - being able to quickly dynamically create stuff with pure code. To be honest a lot of this is still unmapped territory and I'm not even one…

I have a notion that it's possible to have a "somewhat directed sandbox" game. I'm working on a combat/survival open world game with a procedurally generated tech tree to go along with the procedurally generated world. There is a "difficulty direction" (down) and the farther you go that way, the environment becomes exponentially more difficult, while the items/powerups become exponentially more powerful. (With the en…

Interesting. Welp, looks like I'm going to have to resort to adding sex to the game. :) But seriously, the idea of a "direction" for difficulty had only vaguely occurred in my mind (for whatever reason, I am drawn to games where you ascend or descend to progress, most notably Spelunky).

Re: Voxel Quest January 2016 Update

#65
why not open source the engine and develop a game around it? It'll not only gain exposure, take a lot of the optimizations off your belt, but let you focus on the long-term development of a marketable game.

Re: Voxel Quest January 2016 Update

#67
post #25

Earlier quoted context omitted.

Why are the voxels (I guess the jagged edges come from the voxels?) so big?

Because every voxel needs processing, and you've only got 16.7ms to process every voxel every frame.

Is it possible to scale them like pixels? Like a "voxel resolution" that can be adjusted if you got a better PC etc.

Re: Voxel Quest January 2016 Update

#68

Earlier quoted context omitted.

I have a notion that it's possible to have a "somewhat directed sandbox" game. I'm working on a combat/survival open world game with a procedurally generated tech tree to go along with the procedurally generated world. There is a "difficulty direction" (down) and the farther you go that way, the environment becomes exponentially more difficult, while the items/powerups become exponentially more powerful. (With the en…

Interesting. Welp, looks like I'm going to have to resort to adding sex to the game. :) But seriously, the idea of a "direction" for difficulty had only vaguely occurred in my mind (for whatever reason, I am drawn to games where you ascend or descend to progress, most notably Spelunky).

Welp, looks like I'm going to have to resort to adding sex to the game. :)

Hey, it works in Minecraft. (But in Minecraft, you have to earn it.)

Re: Voxel Quest January 2016 Update

#69
post #65

why not open source the engine and develop a game around it? It'll not only gain exposure, take a lot of the optimizations off your belt, but let you focus on the long-term development of a marketable game.

I am going to open source it :) There will be a license for the first few years at least, but the source will be public. I'd like to figure out a way to do it with no license at all.

Re: Voxel Quest January 2016 Update

#70

I love the Voxel Quest posts because they're demonstrating some seriously cool tech. However, they feel a lot like the Wolfire development blogs [0] - great tech demos without a cohesive vision for a game. From an engineering point of view, the end goal doesn't matter, but I would also love a 'bigger picture' roadmap of where it is and where it's going. Why would I use this engine? What do I 'get' over the competitio…

Skyrim was amazing, open world with lots of quests. Minecraft kinda sucked a bit, huge world but I spent more time on the internet trying to figure out what was possible rather than play the game. The Lego games have a nice open world with quests and stuff. But a game needs to be fun and easy to understand. I hope VQ adds lots more fun things. Bombs. Bombs would be fun ;)

There are bombs: https://twitter.com/gavanw/status/627118562629386240 :)
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