[QUOTE=paul simon;33889249]It is voxel based
Read up on voxels[/QUOTE]
[quote]Calling Minecraft "voxel" is sure to introduce confusion. The representation of the map is simply a regular 3D grid of block IDs. When we use the exact same type of regular grid to represent 2D maps, we do not call the grid cells "pixels", so I don't think it's very informative to call these "voxels".
Minecraft is also not a voxel renderer. Voxel renderers typically work by casting rays against the grid. Minecraft draws the blocks with rasterized triangles, using a hardware-accelerated 3D API (LWJGL), just like almost every other 3D game.[/quote]
And yes, as far as I know, Minecraft is polygon based. 3D blocks =/= voxels.
[QUOTE=Morbo!!!;33888486][IMG]http://www.atomontage.com/sshots/atomontage_1st_closeup5.jpg[/IMG][/QUOTE]
i love the old-school CGI look
You can't really call a game based around blocks a "voxel game" since that term doesn't actually exist.
Delta Force and Outcast come to mind when talking about voxel rendering, along with Ken Silverman's Voxlap Engine used for Voxelstein 3D and Ace of Spades
[QUOTE=Morbo!!!;33888486]
[media]http://www.youtube.com/watch?v=Gshc8GMTa1Y&feature=player_embedded[/media][/QUOTE]
That just blows my mind.
[QUOTE=Hans-Gunther 3.;33889434]You can't really call a game based around blocks a "voxel game" since that term doesn't actually exist.
Delta Force and Outcast come to mind when talking about voxel rendering, along with Ken Silverman's Voxlap Engine used for Voxelstein 3D and Ace of Spades[/QUOTE]
I meant voxel based games, sorry about that. ( Even though I still have no idea if that can be correct. )
I happen to know the creator of Voxelstein. (Thorleif)
We have been chatting about the future of the game and I heard that the only programmer left the team, he is in dire need of developers at the moment, told me he wont accept just anybody, the programmer must have some basic knowledge about trolling and troll humor... He began studying c++ himself, so if he doesn't find anybody, he will probably do the coding himself. (I tell you, he is pretty horrible at coding..)
I have some chat logs stored in my gmail with us talking about the general direction of Voxelstein and shit.
[QUOTE]me: Hehe.
Hey man, how's Voxelstein btw?
19.44
Thorleif: It's hard , man..
Hans Krieg left, did I tell you that?
me: Aww man..
Thorleif: The only programmer left in june 2011
me: You didn't.
that's bad..
Thorleif: I'm still looking for a new coder
19.45
but it's hard because most programmers are dull
they are not trolls, they do not share my sense of humor[/QUOTE]
[URL="http://voxelstein3d.blogspot.com/"]http://voxelstein3d.blogspot.com/[/URL]
That's the blog, some pretty awesome stuff in there.
[QUOTE=blog;33898664]ALso, it is difficult to find a programmer who appreciates troll humor (machete-wielding nazi niggers, dog food machine producing dog food (like the dog food in original wolf3d that gave u 4hp) made from jew stew, soap machine creating soap bars (the soap bars in my maps are made of jew fat lul), Führer's Frankenstein (Heil Hitler!) etc etc) and has basic understanding of volume rendering.
My Honor is Lulz.
Heil Hitler! D:
SIEG HEIL! :O 1488 Volumetric Power 1488[/QUOTE]
What? is this supposed to be funny? His work looks excellent but he should really drop the "troll humor".
[QUOTE=DraX;33898704]What? is this supposed to be funny? His work looks excellent but he should really drop the "troll humor".[/QUOTE]
It's his style man... I asked him if he could change it a bit, he said... "Don't like it, don't play it.."
I don't usually mind "troll humor" but when it gets too stupid for no reason then it's just awkward
[quote]My Honor is Lulz.
Heil Hitler! D:
SIEG HEIL! :O 1488 Volumetric Power 1488[/quote]
That was so unprovoked and random that it's about as funny as watching a family getting run over by a 80mph truck driven by a pedophile clown.
i dont give a fuck as long as it gets finished
looks fantastic so far
It looks nice but the only gameplay we've seen qualifies as little more as a tech demo.
Well, the engine backtracked from the tech demo so they could add more stuff to the game, too bad the only coder left, as I said earlier.
ace of spades is so much better than when it first started
Blockmania looks amazing , shame the program so far is relatively buggy
3079 is a large voxel world akin to roguelikes (in that you almost have to be as masochist to keep playing until you get good at it.)
[QUOTE=acds;33889301]
[quote]Calling Minecraft "voxel" is sure to introduce confusion. The representation of the map is simply a regular 3D grid of block IDs. When we use the exact same type of regular grid to represent 2D maps, we do not call the grid cells "pixels", so I don't think it's very informative to call these "voxels".
Minecraft is also not a voxel renderer. Voxel renderers typically work by casting rays against the grid. Minecraft draws the blocks with rasterized triangles, using a hardware-accelerated 3D API (LWJGL), just like almost every other 3D game.
[/quote]
And yes, as far as I know, Minecraft is polygon based. 3D blocks =/= voxels.[/QUOTE]
A voxel, by definition is an element of a "regular 3D grid". Stating that we do not call cells in a 2D map pixels is, and I quote "sure to introduce confusion", as it implies that a pixel is a single colour value at a point and that is the only thing that it can represent. In reality, "voxels" and "pixels" are just entries in arrays or "bitmaps" and are just data elements. How you render them is irrelevant to what they are. Stating that "voxels typically work by casting rays against the grid", and then immediately stating that Minecraft uses rasterised triangles to draw the voxels implies that if you use triangles to render voxel data (because that's all voxels are, just data. Not a rendering method) implies that if you render voxels (entries in a 3D grid) using triangles then you are not using voxels at all. That is simply incorrect. A voxel is merely a point in space represented by an entry in a 3D array, its position inferred by its location in the array as opposed to having its position stored explicitly along with it.
Many engines use ray casting or ray marching to render voxel data, sure, but many also use algorithms such as marching cubes to extract a mesh of polygons from the voxel data to be rendered. Minecraft, believe it or not, uses such an algorithm to generate those triangles. This does not mean that it does not store the volumetric map data as voxels, because it does. The method used to render information doesn't imply anything about the actual structure of the data itself.
Minecraft has larger scale voxels. Just because a single voxel is half the player's height doesn't mean it isn't a voxel.
[QUOTE=ShazzyFreak0;33888248]i remember when this first released and it was fucking amazing. you had to sneak around in tunnels like vietcong and build forts and shit inside hills. too bad it's mostly filled with annoying kids now, and the developer went in a completely different direction.[/QUOTE]
The only difference really is that there's a couple new weapons. How is that a different direction?
[QUOTE=Protocol7;33908700]Minecraft has larger scale voxels. Just because a single voxel is half the player's height doesn't mean it isn't a voxel.[/QUOTE]
Sure, but remember: voxels don't have any intrinsic scale, they just represent points in space.
[QUOTE=Protocol7;33908700]Minecraft has larger scale voxels. Just because a single voxel is half the player's height doesn't mean it isn't a voxel.[/QUOTE]
I personally don't like the way Minecraft's using voxels (or rather blocks), mainly because of my stance that voxels should be used to bring more detail and realism into a game's graphics, looking at Minecraft... not so much.
[QUOTE=Hans-Gunther 3.;33909461]I personally don't like the way Minecraft's using voxels (or rather blocks), mainly because of my stance that voxels should be used to bring more detail and realism into a game's graphics, looking at Minecraft... not so much.[/QUOTE]
The only real benefit is ease of construction and random generation (though a good algorithm should work for any nth level of voxel detail), but terrain is annoying to navigate.
Also, lol @ the guy who rated me dumb. Minecraft has voxels. Deal with it.
Minecraft uses polygons btw
I think the Comanche series has a voxel engine.
A new challenger appears : Blockscape
[media]http://www.youtube.com/watch?v=SFKlNskaRPU&feature=related[/media]
[url]http://www.blockscape.com/[/url]
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