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Thank You HN, Voxel Quest Is Funded

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Thank You HN, Voxel Quest Is Funded

#1
The HN community was instrumental in getting my campaign funded, so I just wanted to say thank you. I also wanted to thank the investors who offered through HN, your offered support and praise has really meant a lot. This funding will allow me to keep the company private and hopefully one day fully open source everything permissively (full source is going public on Github in a few months regardless). I am streaming Voxel Quest all day with the new perspective camera being demoed on twitch.tv (link below), and I will answer any questions here as well. VQ is in its last day of Kickstarter if you still want to pitch in. Thanks again everybody, I am moved beyond words. :D

Edit: one side note - the perspective camera I am demoing was developed in the last week of running the KS campaign, so it is still quite buggy but nonetheless a good proof of concept. :)

Edit 2: also, it is amazing that we got there with zero coverage from gaming press! Thank you again HN for being the one site with enough "vision" to see something meaningful in my work. :)

  (Youtube demo of perspective):  
  http://www.youtube.com/watch?v=z5QKin0HAtI
  
  (Live demo):  
  http://www.twitch.tv/gavanw  

  (KS Link):  
  http://www.kickstarter.com/projects/gavan/voxel-quest

Re: Thank You HN, Voxel Quest Is Funded

#7
Congratulations! Excellent work and very impressive that you came up with all of that by yourself.

I'd like to ask you a little about how you implemented the engine. What technology is behind it? How many voxels per sec. it is able to render? Things like that...

Re: Thank You HN, Voxel Quest Is Funded

#8

Congratulations! Excellent work and very impressive that you came up with all of that by yourself. I'd like to ask you a little about how you implemented the engine. What technology is behind it? How many voxels per sec. it is able to render? Things like that...

roughly one billion voxels per second on a single GTX 780 (seems crazy, but that is the count, you can see in some screenshots its usually generating around 10s to hundreds of billions of voxels within the first minutes of running) - [EDIT] also I should note that in many cases it super samples voxels up to 4 times or more, or 64 base voxels per result voxel (4x4x4). These voxels are stored in 2D projections of the chunks as rendertargets/bitmaps in iso mode, and their surface area is meshed on the CPU in perspective mode.

Stats are for isometric mode. Have not measured it in the new perspective mode that I am demoing now. Right now with perspective, I am using polygons but could implement raytracing. Not sure what the limit on polys will be but right now it easily does over 60 FPS and performance can be greatly improved with volumetric mipmapping of the chunks (i.e. less detail as chunks are further away).

Re: Thank You HN, Voxel Quest Is Funded

#9

Congratulations! Excellent work and very impressive that you came up with all of that by yourself. I'd like to ask you a little about how you implemented the engine. What technology is behind it? How many voxels per sec. it is able to render? Things like that...

roughly one billion voxels per second on a single GTX 780 (seems crazy, but that is the count, you can see in some screenshots its usually generating around 10s to hundreds of billions of voxels within the first minutes of running) - [EDIT] also I should note that in many cases it super samples voxels up to 4 times or more, or 64 base voxels per result voxel (4x4x4). These voxels are stored in 2D projections of the c…

Truly impressive! What language are you using to code everything? C/C++? And for rendering? OpenGL or bare metal?

Re: Thank You HN, Voxel Quest Is Funded

#10

Earlier quoted context omitted.

roughly one billion voxels per second on a single GTX 780 (seems crazy, but that is the count, you can see in some screenshots its usually generating around 10s to hundreds of billions of voxels within the first minutes of running) - [EDIT] also I should note that in many cases it super samples voxels up to 4 times or more, or 64 base voxels per result voxel (4x4x4). These voxels are stored in 2D projections of the c…

Truly impressive! What language are you using to code everything? C/C++? And for rendering? OpenGL or bare metal?

OpenGL, C++. No bare metal yet, but could improve perf as there are many drawcalls.
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