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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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