Finer grain cubes/voxels?

Feb 24, 2011 at 6:49 PM

So I been playing around with finder grain voxels or cubes.  Basically created a way to scale the generated world by a value i.e. Right now the worlds cubes are generated at 1 vertex length and I played with reducing each cube to be 1/2th that... So where one cube is now 4 sits.  I realize this steps away from how minecraft was built, but if XNA is more powerful then Java, curious to see some truly destructable (mineable) finer grain terrain.  Has anyone checked this out?

Feb 24, 2011 at 7:32 PM
I think you could achieve the same result by dezooming the camera and keep vertex length to 1.
It just comes to how many cubes you can have on screen, maybe you could tune the region size in your case. decreasing REGIONHEIGHT maybe.

About the xna/directx more powerful than java/opengl thing it's more a question of engine optimization, see http://ardorlabs.se/ArdorCraft/ for a rocking good java implementation, runs 10 times faster than minecraft on my laptop - but its closed source I'm afraid ;(

On Thu, Feb 24, 2011 at 1:49 PM, cdrrck28 <notifications@codeplex.com> wrote:

From: cdrrck28

So I been playing around with finder grain voxels or cubes. Basically created a way to scale the generated world by a value i.e. Right now the worlds cubes are generated at 1 vertex length and I played with reducing each cube to be 1/2th that... So where one cube is now 4 sits. I realize this steps away from how minecraft was built, but if XNA is more powerful then Java, curious to see some truly destructable (mineable) finer grain terrain. Has anyone checked this out?

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Feb 24, 2011 at 8:05 PM

That guy has some really great concepts.  Always thought minecraft would have looked better as a round world, it would change a lot of the game mechanics but would look awesome.

Feb 25, 2011 at 1:58 PM
Edited Feb 25, 2011 at 2:01 PM

Why yes i have :0

http://imgur.com/SibiX

Lots of technical issues with it though....At the resolution in the screenshot you're pushing something like 2 million polys per frame just for the terrain - with a vertical resolution of 32 cubes. I've sent Enomi some of the code from my new project which may be useful in this engine - Infinite map and simplified region renderer. However i don't think you'll ever be able to produce a true realtime voxel engine with the minecraft rendering approach .

If you're aiming for this sort of resolution then techcraft style rendering is probably not the best method to be honest. Most engines i've seen which run in realtime use a software ray tracing approach. The easiest method looks to be you have a voxel volume (basically a big 3d array). For each pixel on the screen you project a ray into the voxel volume and get the first voxel it intersects which then becomes the pixel color. You then basically just render voxels into the voxel volume as your scene changes...I'm fairly sure Voxatron http://www.break.com/game-trailers/game/voxeltron/voxatron-preview uses this approach.

Ken Silverman is pretty much the king of this rendering style IMHO

http://www.advsys.net/ken/

http://www.advsys.net/ken/voxlap.htm

The second approach is instead of using a voxel volume you use a sparse voxel octtree to store the voxel data. This is more complex but can have awesome results since it can provide for an almost infinite level of detail. Rendering is pretty much the same as before using a ray tracing approch you project your ray into the octtree. LOD can be achieved by restricting how deep you project into the tree. http://www.youtube.com/watch?v=VpEpAFGplnI