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Voxel Quest January 2016 Update

voxelquest.com

101–110 of 132 posts

Re: Voxel Quest January 2016 Update

#101

I find the achievement and persistence of Gaven absolutely astounding. You have my utmost respect and I wish you good luck and success with the project. I always love to see the updates on progress. If there were a game to buy I'd just buy it as a hat tip to show the respect.

Thanks! THere is a preorder page, but I will be no less honored if you just buy it when the alpha ships (which should be "soon")

Re: Voxel Quest January 2016 Update

#102
post #81

Earlier quoted context omitted.

NovaLogic's Delta Force (1998) and Delta Force 2 (1999) had a "voxel game engine [that allowed for a] nearly unlimited draw distance" [1]. Though the other objects in the game were rendered with polygons, has a far view distance been difficult with modern voxel engines? [1]: https://en.wikipedia.org/wiki/Delta_Force_2#Game_engine

Delta Force and Commanche were among games that drew me to alternative engines. Doing a CPU-based renderer gives you lots of new tricks and abilities, things you can't do with simplified massively parallel architecture like GPUs. Many games have a far view distance now (see Uncharted or Just Cause) - but doing it in a dynamic world that is procedurally generated in realtime with solid geometry is a whole other bag of…

Hear ye! I lost interest in games right around time time 3D graphics cards started coming out. I figured, that scene is pats its prime now; it's going to just be generations of the same thing over again, but rendered slightly better. Programmers no longer in control over the details, just pushing some triangle meshes into some hardware blackbox.

All software Doom, Quake, Wolf 3D, Rise of The Triad and such: that was still cool stuff.

The game programmer should control every pixel going into the frame buffer.

Re: Voxel Quest January 2016 Update

#103
post #80

Earlier quoted context omitted.

Thank you! I have two small-time investors currently, although I am still living relatively minimally (I also put in a good deal of money from personal savings, and ~$35k came from Kickstarter). Its pretty much a every spare second of your life type thing, especially with a baby. :)

Hey, can I say I love your work! I'm also trying to get a platform off the ground to help creatives like you and me build more stuff. It's sort of a patreon for makers/inventors/developers, but instead of simple crowdfunding, I wanted to build-in all the tools I needed to grow my project and community simultaneously. I'd love if you and anyone else reading this would check it out and give me some feedback: Http://baq…

Cool, I love tools like this. Just curious, how do you plan to differentiate yourself from Patreon and Kickstarter? (it is ok if you are just doing their stuff better, there is room for competition)

Re: Voxel Quest January 2016 Update

#104

Earlier quoted context omitted.

Thank you! I have two small-time investors currently, although I am still living relatively minimally (I also put in a good deal of money from personal savings, and ~$35k came from Kickstarter). Its pretty much a every spare second of your life type thing, especially with a baby. :)

It looks like a lot of fun. I've been following the development for some time and really enjoy your posts and updates (especially the ray-cast renderer, so cool). You're amazing.

Thank you, it means a lot :)

Re: Voxel Quest January 2016 Update

#105

Earlier quoted context omitted.

Source will be public but I have to attach a license at least for the first couple years. If you are interested in supporting me, you can either preorder a copy or become a patron: http://www.voxelquest.com/patrons.html :)

Well Gavin, enjoy updating your active patrons list. This bit of love from Hacker News should do you good, in a variety of ways! Watching the demo today woke up, in me, some long forgotten excitement. My son and I enjoy the hell out of Minecraft. It's a great game and it arrived in its space at just the right time. What you're doing, though, is going to push things in a new, even more exciting direction, in ways that…

Thanks! I hope so :)

Re: Voxel Quest January 2016 Update

#106

This looks amazing. I imagine this could create amazing games based on at least 2 titles: - ultima - Great customisation / open world, but that's already mentioned on the kickstarter page. - LBA - I would love for someone to create next version in this engine. Can't explain why, but it seems to match so well in my mind. Especially after LBA2 went 3d.

LBA has been brought up many times :) And yes, I am a huge fan of Ultima

Re: Voxel Quest January 2016 Update

#107
post #84

How well does the voxel rendering parallelize based on number of cores? Related question: how much of the rendering is handled within the GPU?

Everything is rendered on the GPU. This is more based on ray tracing and marching than voxels alone (although voxels do represent the underlying terrain and destruction data). Ray tracing is highly parallelizable - each pixel can be computed completely independent of the others.

Re: Voxel Quest January 2016 Update

#109
I will go against the crowd and suggest that you just keep doing what you're doing. Forget about "making it fun". Even in these rough demos, the various parameters and behaviors you land on clearly shows a natural instinct for it that you can trust. Forget about "making an actual game", what you're doing is magic and the more you do it, the better. You've got a gem here. It's already insanely valuable. Keep polishing it, and the world is yours. Keep this up, as long as you can. The "last mile" is going to be easy for you.

Re: Voxel Quest January 2016 Update

#110

Earlier quoted context omitted.

Delta Force and Commanche were among games that drew me to alternative engines. Doing a CPU-based renderer gives you lots of new tricks and abilities, things you can't do with simplified massively parallel architecture like GPUs. Many games have a far view distance now (see Uncharted or Just Cause) - but doing it in a dynamic world that is procedurally generated in realtime with solid geometry is a whole other bag of…

Hear ye! I lost interest in games right around time time 3D graphics cards started coming out. I figured, that scene is pats its prime now; it's going to just be generations of the same thing over again, but rendered slightly better. Programmers no longer in control over the details, just pushing some triangle meshes into some hardware blackbox. All software Doom, Quake, Wolf 3D, Rise of The Triad and such: that was…

well you COULD use OpenCL to "control every pixel".

Here's an example of path tracing in "realtime" (ok, it's not quite there yet) on the GPU.

https://www.youtube.com/watch?v=BpT6MkCeP7Y

check out this blog too: http://raytracey.blogspot.com.au/

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