• Rust Voxel Terrain Possibility
    15 replies, posted
So, the Rust team is experimenting with procedural terrain at the moment and Garry posted about the possibility of voxels being implemented. [QUOTE]Yeah looks really sweet. I emailed a voxel engine middleware company to enquire about their engine.I think voxels could add a lot to Rust if they were done right - and it didn't end up looking obviously voxelly. And maybe we don't immediately add digging and stuff to make it too minecrafty. Either way at this stage it's definitely worth investigating.[/QUOTE] Source, Garry on the trello blog: [url]https://trello.com/c/lXNAVJ9X/292-procedural-map-generation[/url] Thought you guys might be interested.
Very cool, hope they continue experimenting w/ this, would add to the adventure portion of gameplay tremendously.
voxel is a large part of the future of gaming. no I'm not talking about bullshit like minecraft or minecraft clones I'm talking about the technology of randomization and truly "Naturally" forming maps
[QUOTE=J!NX;44342947]voxel is a large part of the future of gaming.[/QUOTE] I wish the Cryengine SDK would bring back Voxel editing, it's been out of commission for too long.
Hopefully it'll be more like this than minecraft. (skip to 3:30) [media]http://www.youtube.com/watch?v=eiz64I2CCCo[/media]
Yeh I was thinking of EQN Landmark when I read this. Bunkers would be nice if this were added, but one step at a time.
[url]http://facepunch.com/showthread.php?t=1347309[/url] Like that? I want to know which Engine they want to use.
EQ Next uses voxels really well and so does Planet Explorers. It would be amazing if we could dig under our bases to make escape tunnels or connect one base to another. Maybe we could dig under the enemies base and take them by surprise :P Base defences should be added before any of this could come to fruition though. The possibilities would be endless :)
How did garry know i had a hard on for caves :O
WORDS! Until there's something to look at I'm not going to get my hope up as its just words and an idea :) Lots of games seem to be going this way, and more games need to open up rather than having a set way of doing things. Either way lets hope they make some progress. All I'd like to see right now are Ladders and Trap doors....... ;)
[QUOTE=Na0cho;44344419]How did garry know i had a hard on for caves :O[/QUOTE] Caves with huge underwater areas and caverns would be cool as shit
I've always pictured voxel-maps as just cubes (like Minecraft or 7DTD) but Planet Explorers has a good way of doing it. Something like that is something I could get into, I just don't want everything to look all blocky. Don't get me wrong, I love blocky games, but it's not unique anymore. The mesh of the ground texture laid over a map made of blocks looks nice and is easy to understand, not sure how difficult it would be to implement, but it's an interesting prospect. [editline]24th March 2014[/editline] Frankly, I'd rather have procedurally-generated maps that did not use voxels, because I think voxels would be terribly exploited, but who knows.
[QUOTE=J!NX;44344448]Caves with huge underwater areas and caverns would be cool as shit[/QUOTE] I want a secret underground cavelair that you can only get to by swimming through an underwater seacave at the bottom of a lake!
[QUOTE=cwook;44343072]Hopefully it'll be more like this than minecraft. (skip to 3:30) [media]http://www.youtube.com/watch?v=eiz64I2CCCo[/media][/QUOTE] Dude... I am signing up for that game now... thank you so much for showing me this
Yes this is a must for rust [video=youtube;Y5arfh0kJTo]http://www.youtube.com/watch?v=Y5arfh0kJTo[/video] [video=youtube;Meb9dRBrGFI]http://www.youtube.com/watch?v=Meb9dRBrGFI&list=UUnAnbwdbzRvFhQGCAVdh4Pw[/video]
Quote from the Voxel Farm website: [QUOTE]We are working on an Unity integration, however we do not have a generic Unity plugin today. If your game runs on Unity, you will need to adapt the Voxel Farm Engine's output into your Unity project. Of course we can help throughout the process as this is something we have done before.[/QUOTE] I've also read that EverQuest Next Landmark is using the Voxel Farm engine (although the EQN website says it's using the ForgeLight Engine, so I don't know if that's true), and the possibilities seem to be endless. Very impressive to see what people already created there.
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