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Game Preview: Voxatron - voxel-based, destructible environment, 8bit soundtrack

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Re: Game Preview: Voxatron - voxel-based, destructible environment, 8bit soundtrack

#61
post #14

If you're interested in what can be done with voxels with a more realistic aesthetic, have a look at the Atomontage engine: http://www.youtube.com/watch?v=_CCZIBDt1uM

That's what minecraft should look like.

A thought that crossed my mind some time ago is some consequences of fine-detail in Minecraft. You would be able to create objects of higher complexity packed into a manageable size. Would you pay money to someone who created a really useful (or cool) object in high-fidelity Minecraft?

Re: Game Preview: Voxatron - voxel-based, destructible environment, 8bit soundtrack

#62
post #42

Earlier quoted context omitted.

"Innovation, exploration and discovery" were all rampant in the 80-es, especially on European C64 games. Some examples of music that uses the unique noises of the SID chip instead of only imitating existing instruments: - Arkanoid (Martin Galway): http://www.youtube.com/watch?v=AtcnDPDdtLg - Gianna Sisters (Chris Hülsbeck): http://www.youtube.com/watch?v=UGxX3lTnHh8 - Commando (Rob Hubbard): http://www.youtube.com/wa…

As I mentioned in another post, the problem with innovation within the industry is that as hardware evolved 8-bit sound was abandoned. Game studios moved on, thinking that 8-bit sound was primitive, outdated, and obsolete. Whatever innovation had existed had to be rediscovered by musicians later.

i think perhaps game studios moved on to 16-bit sound as the platforms evolved from using on board sound synthesis chips to sampled, real world sounds, because it became available. a similar dichotomy can be found in the analog synthesis; when digital technology was coming into vogue with manufacturers, analog had ceased to be the most cutting edge technology, but was by no means dead or obsolete.

another problem with game console sound is the long development time needed to get an actual computer chip ready for market; the curtis CEM series of sound-makers were excellent and widely used but had a hard time competing with something that could be altered or upgraded in software. they're still used in some new gear being made today, but no new console would dream of using one.

i don't see how hardware evolution was 'a problem with innovation', i view the trend as more of the nostalgism that is coming around these days.

Re: Game Preview: Voxatron - voxel-based, destructible environment, 8bit soundtrack

#65
post #64

Hopefully a Linux version will follow soon, the author commented on Reddit: http://www.reddit.com/r/linux/comments/ewnhi/this_game_needs...

Excellent. I'd buy it. I paid for the Humble Indie Bundle #2 pretty much just because Braid was finally out for Linux, even though I'd purchased it for my Windows desktop already.

Re: Game Preview: Voxatron - voxel-based, destructible environment, 8bit soundtrack

#66

Earlier quoted context omitted.

Very excited to see what becomes of the Atomontage Engine. For years I've been annoyed with static 3D environments where walls don't actually crumble when shot at, and windows never shatter. This engine will change the way we react to realism in virtual environments. Almost so much that it becomes easy to ponder if we're already in someone's 3D simulation ;)

Years and years ago (In the quake3 era) John Carmack talked about voxels being the future of 3d because of exactly thaty. Ray-traced voxel based worlds. Personally, I think voxels will be hard to manage for objects/characters. Someone smarter than me will have to solve that problem.

> Someone smarter than me will have to solve that problem.

Someone smarter, or someone with specific knowledge of the relevant domain and a lot more time to invest on the problem? I see a lot of people assuming that someone who can do something they can't is inherently smarter, even if they do something just as complicated for their daily job and think nothing of it.

Re: Game Preview: Voxatron - voxel-based, destructible environment, 8bit soundtrack

#67

Earlier quoted context omitted.

Years and years ago (In the quake3 era) John Carmack talked about voxels being the future of 3d because of exactly thaty. Ray-traced voxel based worlds. Personally, I think voxels will be hard to manage for objects/characters. Someone smarter than me will have to solve that problem.

> Someone smarter than me will have to solve that problem. Someone smarter, or someone with specific knowledge of the relevant domain and a lot more time to invest on the problem? I see a lot of people assuming that someone who can do something they can't is inherently smarter, even if they do something just as complicated for their daily job and think nothing of it.

Someone with more time on their hands. I've actually worked close to this subject area already. It can be solved, but I'd have to care more than I do to bone up on the material to tackle it.
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