• Umbra Voxel Engine
    447 replies, posted
  • I finally figured out how to do the textures! Here are a few pictures of our engine in OpenGL: [img]https://lh6.googleusercontent.com/-dbiRIQ8PWKE/TitgqXSZycI/AAAAAAAAAVs/IV0fsuQH1R0/s1016/Success3.png[/img] [img]https://lh4.googleusercontent.com/-RaciTBTHQ_U/Titgqh7aYnI/AAAAAAAAAVw/a3j5TG42oYs/s1016/Success1.png[/img] [img]https://lh3.googleusercontent.com/-KLIMvKt8F9s/TitgqihQQ9I/AAAAAAAAAV0/VvaVKHYRc98/s1016/Success2.png[/img]
  • Preparing to release a very limited trial with OpenGL in about 10 minutes. :dance:
  • [QUOTE=Matte;31297482]I finally figured out how to do the textures! Here are a few pictures of our engine in OpenGL: [img]https://lh6.googleusercontent.com/-dbiRIQ8PWKE/TitgqXSZycI/AAAAAAAAAVs/IV0fsuQH1R0/s1016/Success3.png[/img] [img]https://lh4.googleusercontent.com/-RaciTBTHQ_U/Titgqh7aYnI/AAAAAAAAAVw/a3j5TG42oYs/s1016/Success1.png[/img] [img]https://lh3.googleusercontent.com/-KLIMvKt8F9s/TitgqihQQ9I/AAAAAAAAAV0/VvaVKHYRc98/s1016/Success2.png[/img][/QUOTE] Looks like you're adding faces to chunk boundaries with that there water.
  • [QUOTE=Jawalt;31298720]Looks like you're adding faces to chunk boundaries with that there water.[/QUOTE] We know what this problem is, and have a solution... We just need to code it in OpenGL:v: It will be present in the following teaser release, but will be fixed before the first real alpha version. Matte is uploading the teaser now:dance:
  • Here is a (very limited) teaser, with almost everything disabled. The reason is that we just ported the engine to OpenGL (which should make it run on any windows computer with .net 4), and haven't had the time to enable all the features yet. Enjoy the Umbra Voxel Engine 1.2 teaser! -- Link removed, it's deprecated Test it and post your results here! :dance:
  • [QUOTE=Fatal-Error;31295154]Oh look, a sea of piss.[/QUOTE] Facepunch forum-to-world generation.
  • :eng101: If anybody wants to replace the texture file (in the Content folder), the file should be a .png with 16x16 textures. The individual textures can be any with as long as they are equally big. The location of the blocks are the same as in Minecraft.
  • [img]http://dl.dropbox.com/u/11275736/s/error.PNG[/img] [img]http://dl.dropbox.com/u/11275736/s/umm.png[/img] ummmm
  • [QUOTE=Ac!dL3ak;31299274][img]http://dl.dropbox.com/u/11275736/s/error.PNG[/img] [img]http://dl.dropbox.com/u/11275736/s/umm.png[/img] ummmm[/QUOTE] What manufacturer is your card? This happened on my testbed computer as well, and a driver update fixed it. Try downloading and the newest driver anyways. I don't trust windows on graphics card drivers, and I never will. [I]BTW, the engine requires at least OpenGL 3.2[/I] Not anymore. New links should support anything from 2.1 and up.
  • Yeah, I realize that now. Updated all the links, here is the link with OpenGL 2.1: --Link removed, it's deprecated
  • The world seemed very nice but i found it rather difficult to explore, sometimes when i jumped i would go 10 blocks in the air and other times i couldn't jump at all. whats up with that?
  • [QUOTE=Whats This?v4;31299819]The world seemed very nice but i found it rather difficult to explore, sometimes when i jumped i would go 10 blocks in the air and other times i couldn't jump at all. whats up with that?[/QUOTE] That's a known bug. We don't really have any idea what causes it, but we're debugging our asses of. The physics engine is still pretty glitchy.
  • Well it is looking really, nice, you where not wrong the movement being buggey, though also there are a couple other bugs i noticed, graphicly it runs pretty good though. Plus plus all round.
  • My poor old computer got the error compiling vertex shaders even with up-to-date graphics card drivers. I figured that it would happen, because my computer is on its last legs. It's upgraded as much as possible, and still fails hard. I should be getting a new computer soon, I'll test again once I get it.
  • [QUOTE=3v3ryb0dy;31301779]those driver thingies should have an autoupdate or something[/QUOTE] I think ATi's Catalyst has stared checking for updates recently, and if you have steam installed I think it'll check automatically too.
  • Tried it out, and it was nice (Except for the reported bugs). I hope the restrictions of the engine are lifted when the current crop of bugs are fixed. And please develop a good level saving format? You should really set up a system for saving chunks with extra data, like information about the world format, chunk version, etc. And please don't just use a single byte to signify blocks: Use something just a ushort: A few big minecraft mods will easily use whatever minecraft has left over: Just as well make it big enough to last from the beginning. Oh, and compress the chunk data.
  • This engine looks nice, but is it really a voxel engine? A voxel is the 3d extension of a pixel, it stores only basic information like position and color. So it can't have any textures applied to it. Your engine looks more like a "cube engine". Checkout "Voxelstein 3D" which uses a true voxel engine for comparison.
  • In the data, the voxel is merely a position and a [b]block type[/b], which determines the texture. So it's still a voxel, just one that at render time has a texture. And when more data is added, it'll still be a voxel because that data is merely stored based on its position anyway. Does a pixel cease to be a pixel when I determine that it's part of a button?
  • Bu-bu- but I have up to date drivers and a good graphics card! :saddowns:
  • I can't run it neither, wanted to test me textures. OH well, my new comp should be here AAANYYYTIIMMEEE
  • Doesn't work here, either. Geforce 525M with 1gb video ram, supports opengl 4.1. [editline]24th July 2011[/editline] Getting the "failed to compile vertex shader" thing.
  • Error while compiling the vertex shader. This means that you probably have an outdated graphics card driver. Hardware AMD Turion 64 X2 Mobile TL-60 Tyler 65nm Technology 3.0GB Single-Channel DDR2 @ 333MHz (5-5-5-15) GeForce 7150M / nForce 630M (HP)
  • [QUOTE=ShaRose;31303094]Tried it out, and it was nice (Except for the reported bugs). I hope the restrictions of the engine are lifted when the current crop of bugs are fixed. And please develop a good level saving format? You should really set up a system for saving chunks with extra data, like information about the world format, chunk version, etc. And please don't just use a single byte to signify blocks: Use something just a ushort: A few big minecraft mods will easily use whatever minecraft has left over: Just as well make it big enough to last from the beginning. Oh, and compress the chunk data.[/QUOTE] We plan to lift all the restrictions with the next release, but there is quite a few bugs to fix first. We are actually using structs containing two bytes to store blocks. The chunks are 32x32x32x2B = 64KiB. We might compress them in the future, but this isn't a priority. We also plan to add a info-file with each world specifying all the world-, landscape-, physics- and renderingsettings. [QUOTE=juGGa;31305666]Bu-bu- but I have up to date drivers and a good graphics card! :saddowns:[/QUOTE] [QUOTE=3v3ryb0dy;31305990]I can't run it neither, wanted to test me textures. OH well, my new comp should be here AAANYYYTIIMMEEE[/QUOTE] [QUOTE=thomasfn;31306709]Doesn't work here, either. Geforce 525M with 1gb video ram, supports opengl 4.1. [editline]24th July 2011[/editline] Getting the "failed to compile vertex shader" thing.[/QUOTE] I believe Matte have done something with the shadercode to allow older drivers to run it, but I cant reach him right now. I'll check later if he uploaded that version. [B]Edit:[/B] I just figured out my own computer can't run it either:suicide:
  • There has seemed to be problems with openTK and NVidia cards so it might be worth checking if its only people with nvidia cards
  • Oh yea I updated my drivers too, didn't fix it. Sounds like an nvidia specific thing. I'll try it on my old ati computer later.