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Mandrake elementry school minded asshole
Joined: 28 May 2002 Posts: 1341 Location: GNARR!
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Posted: Sun Sep 21, 2003 1:06 am Post subject: voxels and isometric projection |
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anyone know much about this stuff? just wondering. _________________ "Well, last time I flicked on a lighter, I'm pretty sure I didn't create a black hole."-
Xmark
http://pauljessup.com
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Ninkazu Demon Hunter
Joined: 08 Aug 2002 Posts: 945 Location: Location:
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Posted: Sun Sep 21, 2003 5:00 am Post subject: |
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I did once; not any more, heh.
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BigManJones Scholar
Joined: 22 Mar 2003 Posts: 196
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Posted: Sun Sep 21, 2003 2:39 pm Post subject: |
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What do you want to know?
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Ironshanks Wandering Minstrel
Joined: 17 Feb 2003 Posts: 134 Location: Shiner's Peak
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Posted: Sun Sep 21, 2003 3:27 pm Post subject: |
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Do you mean like...at the same time? _________________ That's not a broken link, it's a PICTURE of a broken link. It's really very conceptual.
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Rainer Deyke Demon Hunter
Joined: 05 Jun 2002 Posts: 672
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Posted: Sun Sep 21, 2003 4:01 pm Post subject: |
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Sounds like an interesting combination. With isometric projection, a (true) voxel would never be larger than a pixel, which means pixel-precise 3D rendering, something which is all but impossible in polygon-based rendering methods.
One source of confusion: many people use the term "voxel" when they mean heightfields. Heightfields are 3D projections from a 2D surface. True voxels are 3D, like a bitmap in three dimensions. Heightfields are relatively easy to do, but true voxels tend to be unusably slow (although there are ways around that in specific situations). Which did you mean?
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BigManJones Scholar
Joined: 22 Mar 2003 Posts: 196
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Posted: Sun Sep 21, 2003 5:41 pm Post subject: |
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I assumed he meant (this is a lame example) viewing a pile of equally sized childrens blocks from an isometric perspective; using such blocks to build the game world; rendering would be fairly 'simple' using standard raycasting techniques ala
http://www.permadi.com/tutorial/raycast/
If thats not what he meant then, as usual, disregard this post :P
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golrien Milk Maid
Joined: 09 Jun 2002 Posts: 40 Location: Shropshire, England
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Posted: Sun Sep 21, 2003 10:34 pm Post subject: |
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Heh, mandrake, I've been wanting to code that engine for years. I think the furthest I could ever be assed to work out was having 1 voxel model turn round and round, and also I stole my iso code off a guy. do a good job with the engine though :)
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Mandrake elementry school minded asshole
Joined: 28 May 2002 Posts: 1341 Location: GNARR!
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Posted: Mon Sep 22, 2003 5:30 am Post subject: |
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Sounds like an interesting combination. With isometric projection, a (true) voxel would never be larger than a pixel,
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Nope...not without gaps anyway. I've kind of fudged away around this....I pretty much am using voxels 2x2 pixels in size, and then drawing on 640x480, but pretending it's 320x240. So basically, it's like 1x1 voxels, but without the gaps.
It's pretty fizucking cool.
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which means pixel-precise 3D rendering, something which is all but impossible in polygon-based rendering methods.
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Yup, and with a smoothing routine, you get rid of the "blockiness" that plagues voxels.
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One source of confusion: many people use the term "voxel" when they mean heightfields. Heightfields are 3D projections from a 2D surface. True voxels are 3D, like a bitmap in three dimensions.
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Which is what I am using.
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Heightfields are relatively easy to do, but true voxels tend to be unusably slow (although there are ways around that in specific situations). Which did you mean?
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true voxels. and so far, my engine runs around 60fps on my p300mhz. I can speed it up though....but I still have some quirks to iron out...
(mainly to do with the voxel editor I wrote....and it's sucky interface)
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Heh, mandrake, I've been wanting to code that engine for years. I think the furthest I could ever be assed to work out was having 1 voxel model turn round and round, and also I stole my iso code off a guy. do a good job with the engine though :)
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Heh, I just finished that stage....and almost all of code 100% mine, except for some allegro stuff, and the softening routine. and, eventually the MOD stuff.
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What do you want to know
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Not much now....I figured it all out. Damn inability to access the internet only 4x a week (which is why I'm doing this engine->I have increased freetime). Originally I needed to know about rotation, but I read up on rotation matrixes and pretty much have it solved.
The engine, for all who's interested, have 3d voxels rendered isometricly using a 3d tile engine They have sprites as the NPC's and characters, so it will look kind of like the PSX games Kartia, FFTactics, Dragon Warrior 7 (which is my personal fave), Persona 2, etc etc etc. And yes, it's an RPG engine. I'm thikning about turining the engine into an RPGMaker, just because it has an extremely high uniqueness factor.
It also has a voxel particle engine, 3d sprite code, text-bubbles, a normal particle engine, 3d tile maps for the voxels, 3d bounding box collision....as well the abilities to light each voxel or make each voxel have a diffrent opacity level. This can lead to pixel level lighting, and some really cool trans effects (as well cross-fading voxels).
Right now each voxel tile is 22x22x22 (with voxel objects, like trees, houses, etc, being 44x44x44), and sprites at 32x32 pixels. _________________ "Well, last time I flicked on a lighter, I'm pretty sure I didn't create a black hole."-
Xmark
http://pauljessup.com
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syn9 Wandering Minstrel
Joined: 31 Aug 2002 Posts: 120 Location: USA
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Posted: Mon Dec 08, 2003 5:10 am Post subject: |
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i did something like this with per voxel shadow casting a while back, was extremely slow tho
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Mandrake elementry school minded asshole
Joined: 28 May 2002 Posts: 1341 Location: GNARR!
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Posted: Mon Dec 08, 2003 7:32 am Post subject: |
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heh that's cool. The main problem I had was keeping the speed up to par when switching over to using list voxels. Displaying the voxels was fast, but editing them....I couldn't get the editor to work at a decent speed, sigh.
If you send me the source code for that project (I assume it's in QB), I cuold try to port it to C to speed it up for you. _________________ "Well, last time I flicked on a lighter, I'm pretty sure I didn't create a black hole."-
Xmark
http://pauljessup.com
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supergoat Pretty, Pretty Fairy Princess
Joined: 21 Dec 2002 Posts: 13 Location: in the smile of every newborn
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Posted: Sun Jan 04, 2004 9:31 pm Post subject: |
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As someone who has played extensively with voxels, heightmaps, and heightmapped polys in realtime, believe me when I say it's really not worth it unless you really really need dynamic lighting or terrain that can be terraformed, blown up, etc. :P bitmaps and polygons yield more attractive and efficient results, and paired with a neat little terrain mesh there's really no need for voxels at all. Mostly what you wind up with is a lot of wasted detail with predominantly flat or contiguous surfaces.
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