• Atomontage Engine - Hoyl fuck this is amazing
    20 replies, posted
Atomontage is a fucking amazing engine created by Branislav Síleš and a few of his friends. The physics are simply amazing. The entire environment is destructible and follows sort of an atomic system. (Like in reality) I'll let the pictures explain. [release] [h2]Images[/h2] (Thanks to Garry for no media tags, I'll have to link them) [url]http://www.atomontage.com/sshots/atomontage_1st_closeup3.jpg[/url] [url]http://www.atomontage.com/sshots/atomontage_1st_closeup5.jpg[/url] [url]http://www.atomontage.com/sshots/atomontage_bui1.jpg[/url] [url]http://www.atomontage.com/sshots/atomontage_bui7.jpg[/url] [url]http://www.atomontage.com/sshots/atomontage_plrs04.jpg[/url] [url]http://www.atomontage.com/sshots/atomontage_cut6.jpg[/url] [url]http://www.atomontage.com/sshots/atomontage_cut4.jpg[/url] More: [url]http://www.atomontage.com/?id=gallery[/url] [/release] [release] [h2]Videos[/h2] Wheel tracks: [media]http://www.youtube.com/watch?v=Gshc8GMTa1Y[/media] Game-like scene: [media]http://www.youtube.com/watch?v=1sfWYUgxGBE[/media] LODs: [media]http://www.youtube.com/watch?v=4AYBm-9cBqs[/media] [/release] [url]http://www.atomontage.com/[/url]
So its a voxel engine? Looks interesting though. Looks like this would be the engine for something like Dwarf Fortress but in 3D.
Is there anything playable yet?
[QUOTE=Leintharien;30216223]So its a voxel engine?[/QUOTE] Yeah.
Looks extremely interesting, I hope it's gonna have a trial of some sort.
[img]http://emotibot.net/pix/830.jpg[/img] [highlight](User was banned for this post ("Image Macro" - Seiteki))[/highlight]
I want Dwarf Fortress with this.
This stuff gets posted on the Outerra forums quite a bit.
wow, thats pretty impressive. looks nice too, unlike most voxel engines ive seen.
Very very nice for a voxel engine.
We needs an ace of spades like game on this engine.
Data claims that Cortex Command 3D would be more possible if everyone pulled together some money and donated to this guy. EDIT: Dozens of billions of voxels...
really nice, i was hoping for a better looking voxel engine soon. voxlap was showing its age and i dont know of any others besides that point cloud crap someone tried to make.
[url]http://www.atomontage.com/sshots/atomontage_bui3.jpg[/url] Why can't ace of spades use this engine :frown:
I have no clue how voxel engines work without extreme amounts of processing power, it's like taking a model and giving it the maximum amount of faces possible.
[QUOTE=Leintharien;30216223]So its a voxel engine? Looks interesting though. Looks like this would be the engine for something like [b]Dwarf Fortress but in 3D.[/b][/QUOTE] [img]http://s3.amazonaws.com/kym-assets/photos/images/original/000/115/988/Spongebob%20Money.jpg?1303396682[/img] [editline]4th June 2011[/editline] Imagine a photo-realistic FPS where you could build bunkers in real time, and explosions caused not only building damage by terrain deformation. On top of that, add in vehicles with real-world handling ~ Proper suspension and torque, etc.
The only downside of an engine like this is the shear amount of terrain data that is changed in real time and needs to be sent to the server and other players.
You would not send the terrain to the clients, you would just send where how many voxels get removed, not which voxels. The client can calculate the rest for itself.
[QUOTE=Mr. Smartass;30233240]I have no clue how voxel engines work without extreme amounts of processing power, it's like taking a model and giving it the maximum amount of faces possible.[/QUOTE] It's basically small dots with solid color, it's much less costly than models (correct me if i'm wrong) [editline]4th June 2011[/editline] [QUOTE=Bonzai11;30242653]The only downside of an engine like this is the shear amount of terrain data that is changed in real time and needs to be sent to the server and other players.[/QUOTE] I'd play the fuck out of it even if it was singleplayer [editline]4th June 2011[/editline] [QUOTE=xxxkiller;30242729]The client can calculate the rest for itself.[/QUOTE] I'm not sure it would work correctly - for example ragdolls in games (let's say tf2) always fall differently, but they're not gameplay important, unlike destructions.
[QUOTE=xxxkiller;30242729]You would not send the terrain to the clients, you would just send where how many voxels get removed, not which voxels. The client can calculate the rest for itself.[/QUOTE] I know, but there would be a constant stream of changes which depending on the resolution of the terrain would eat up a lot of bandwidth.
[QUOTE=qwerty000;30242764] I'm not sure it would work correctly - for example ragdolls in games (let's say tf2) always fall differently, but they're not gameplay important, unlike destructions.[/QUOTE] The ragdolls in TF2 don't affect gameplay at all so there's no need for them to be deterministic. What would be going on here would be an RTS-style lockstep networking model, where the entire simulation is deterministic and only the user-initiated changes get sent. For example, if an explosion goes off at point A, the clients just get told to simulate an explosion at point A, and in a deterministic simulation, all clients end up with the same result. EDIT: [QUOTE=Bonzai11;30243566]I know, but there would be a constant stream of changes which depending on the resolution of the terrain would eat up a lot of bandwidth.[/QUOTE] You aren't sending the actual terrain data changes, just the action that caused the change. If you can understand this: [url]http://www.gamasutra.com/view/feature/3094/1500_archers_on_a_288_network_.php[/url]
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