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An Analysis of Minecraft-like Engines (2012)

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Re: An Analysis of Minecraft-like Engines (2012)

#2
Optimizing voxel data read times is a small part of the puzzle.

The primary challenge of voxel engines is adapting the rendering engine to accommodate for dynamic modifications. Light maps, shadow maps, bump maps, occlusion maps, texturing, LOD geometry... whatever. All kinds of things that are traditionally statically generated, need to be regenerated on the fly or done without. Which is why minecraft went for the retro-aesthetic, there wasn't really a choice in the matter back then. We're only now starting to see full-fledged voxel engines that can support a non-retro look, but they are still a long way behind the aesthetics that can be achieved with a normal engine.

Re: An Analysis of Minecraft-like Engines (2012)

#3
Talking about voxel engines, I used to follow the progress of a minecraf-like game which, among its particularities, offered a spherical world, thanks to a clever deformation of a large cube. IIRC it also offered basic physics (falling trees). I'd like to check out where this game is at now, but I totally forgot the name. Does it ring a bell for anyone?

Re: An Analysis of Minecraft-like Engines (2012)

#5
As someone who has work extensively with both mesh and voxel engines I can say each has its good points. If you want to go for maximum visual acuity. Go the mesh route, there are great tools for generating mesh content, the shaders are well understood. Now if you want to go for maximum interactivity, emergent behavior, and simplicity, the voxel route is by far the hands down winner. The author of the original article only had a superficial understanding of voxel engines and optimization techniques.

Re: An Analysis of Minecraft-like Engines (2012)

#6
post #3

Talking about voxel engines, I used to follow the progress of a minecraf-like game which, among its particularities, offered a spherical world, thanks to a clever deformation of a large cube. IIRC it also offered basic physics (falling trees). I'd like to check out where this game is at now, but I totally forgot the name. Does it ring a bell for anyone?

Not sure, maybe http://sea-of-memes.com ?

Re: An Analysis of Minecraft-like Engines (2012)

#7
post #6
post #3

Talking about voxel engines, I used to follow the progress of a minecraf-like game which, among its particularities, offered a spherical world, thanks to a clever deformation of a large cube. IIRC it also offered basic physics (falling trees). I'd like to check out where this game is at now, but I totally forgot the name. Does it ring a bell for anyone?

Not sure, maybe http://sea-of-memes.com ?

Nope. Not this one.

Re: An Analysis of Minecraft-like Engines (2012)

#9
post #2

Optimizing voxel data read times is a small part of the puzzle. The primary challenge of voxel engines is adapting the rendering engine to accommodate for dynamic modifications. Light maps, shadow maps, bump maps, occlusion maps, texturing, LOD geometry... whatever. All kinds of things that are traditionally statically generated, need to be regenerated on the fly or done without. Which is why minecraft went for the r…

> Which is why minecraft went for the retro-aesthetic

I though main reason why MC is retro is that Notch is not really an artist - he just wanted to create graphics quickly. And he brilliantly turned this into an advantage - I can't imagine MC without iconic square pigs and pixelated pickaxes.

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