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What do I use this for?

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Total Members Voted: 39

Author Topic: VULLEN: My voxel engine [POTENTIALY IMAGE HEAVY]  (Read 7508 times)

I've actually been playing with this a bit. Here are some screenshots with the new colors:




I'm catering more to Vincent at this point. These colors shouldn't contrast as much.

your logo needs work but the engine looks pretty awesome! good work c:

your logo needs work but the engine looks pretty awesome! good work c:
Thank you (:

A new logo is in the works I think.

im working on a new one
it'll be extra special


What kind of optimisations have you made? e.g. are you using something like frustum culling?

correct.


perfect, i'll make an icon.
also with a new font

What kind of optimisations have you made? e.g. are you using something like frustum culling?
- Fully featured frustrum culling (Actually already built into Ogre3D)
- Chunk devision of vullen data
- Fog
- All in one colorpallette optimization (every block actually displays a different part of the same image)
- Inteligent chunk refresh
- Unseen face hiding (Sides of the world are also hidden)
- Memory Optimization (One array holds every block and it's color)
- Special water rendering
- Some other stuff I forgot


someone make this into an ico file


someone make this into an ico file
Ta, i'll do it.

Edit:
« Last Edit: May 21, 2013, 02:51:56 PM by chrisbot6 »


perfecto
Yup.

Also i'll put the new colorpallette in the op in a bit for those of you who are interested (?)

Eventually, I'm going to have to find a way to get Yosher's logo to display ingame with CEGUI (menus, startup sequences etc) so i'll show you guys as I progress with it.

Thanks for all the support so far!  :cookieMonster:
« Last Edit: May 21, 2013, 03:09:00 PM by chrisbot6 »

- Fully featured frustrum culling (Actually already built into Ogre3D)
- Chunk devision of vullen data
- Fog
- All in one colorpallette optimization (every block actually displays a different part of the same image)
- Inteligent chunk refresh
- Unseen face hiding (Sides of the world are also hidden)
- Memory Optimization (One array holds every block and it's color)
- Special water rendering
- Some other stuff I forgot
cool

how are the chunks divided?

Can you do shaders in Ogre3D?