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Tech demo of my game powered by PolyVox! http://www.volumesoffun.com/phpBB3/viewtopic.php?f=18&t=253 |
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Author: | beyzend [ Mon Aug 15, 2011 3:45 pm ] |
Post subject: | Tech demo of my game powered by PolyVox! |
http://fdastero.tumblr.com/post/8953345 ... 49emeas9-i Thanks! The demo is sort of unstable I'm too tired to fixe (it's a new bug)... it's stable enough to check out the paging system and the graphics for a bit. PolyVox rules! |
Author: | realazthat [ Mon Aug 15, 2011 5:26 pm ] |
Post subject: | Re: Tech demo of my game powered by PolyVox! |
*thumbs up* |
Author: | David Williams [ Mon Aug 15, 2011 8:59 pm ] |
Post subject: | Re: Tech demo of my game powered by PolyVox! |
Very nice! I knew this was coming as I follow your blog, but it's great to finally see an executable as well as images/videos. It ran well on my two year old PC, though I did experience a couple of crashes. The lighting is really nice (though perhaps too much bloom?) and it's fun throwing around the point lights at night. Maybe you could add a couple of screenshots to this thread? And If you don't mind, I think I'll split it off into it's own 'showcase' forum as I've been meaning to create one of those for a while. Once again, great work! |
Author: | beyzend [ Wed Aug 17, 2011 8:19 pm ] |
Post subject: | Re: Tech demo of my game powered by PolyVox! |
Yeah go ahead and move it to the appropriate place and I will upload a couple of screen shots later. |
Author: | ker [ Thu Aug 18, 2011 10:13 am ] |
Post subject: | Re: Tech demo of my game powered by PolyVox! |
I see there are config files for linux, but seemingly no executable Are there plans to build pz for linux? or should I check whether my windows still boots? |
Author: | beyzend [ Thu Aug 18, 2011 6:03 pm ] |
Post subject: | Re: Tech demo of my game powered by PolyVox! |
Sorry linux build hasn't been updated in months. The obstacle / problem with keeping the linux built up-to-date is all my shaders are in HLSL now due to my shaders having to coexist with shaders I use which are also in HLSL. So I haven't found the time to update these shaders to GLSL. I can't do Cg because I'm one of those people with an ATI card and Linux (mind you having used nothing but Nvidia cards for years). |
Author: | ker [ Thu Aug 18, 2011 7:07 pm ] |
Post subject: | Re: Tech demo of my game powered by PolyVox! |
XD I perfectly understand your point... I have not even once attempted to compile my game under windows... I've copied it on my windows partition... I'll try to have a look at it soon. Your screenshots look really great. I gotta try that out. |
Author: | DefiniteIntegral [ Tue Sep 13, 2011 12:21 pm ] |
Post subject: | Re: Tech demo of my game powered by PolyVox! |
Hey Beyzend, you showcased this on the Ogre3d forum too right? Your name was different but I recognize your implementation. Nicely done. I notice you mentioned taking this in different and new directions. Does this mean you are going to move away from a 'craft' style terrain system and look into other sorts of procedural geometry? Or am I totally off base here..... |
Author: | beyzend [ Fri Sep 23, 2011 10:57 pm ] |
Post subject: | Re: Tech demo of my game powered by PolyVox! |
What I meant was with respect to settings and gameplay I want to go in another direction that minecraft, but still want to keep the cubic nature of the world--cubic in addition to slopes perhaps. Right now we're still designing the game so not sure what it means exactly. No doubt I am and was very much inspired by Minecraft. Well, for example we've decide to scale our world to approximately 3 units (cubes) equals to one character, so around 3 units per 1.9 meters, whereas in Minecraft it's around 2 cubes per character. So much work.... really need to start to work on the game and leave the stupid graphics alone. hehe. |
Author: | DefiniteIntegral [ Sat Sep 24, 2011 4:14 am ] |
Post subject: | Re: Tech demo of my game powered by PolyVox! |
Ah right then. I also have a game in mind for which I am writing my own voxel implementation (see my post in General Discussion). I was also inspired by Minecraft, but really only so far as it showed me the potential of voxels. My intended gameplay is not based on Minecraft at all. |
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