Poll

What do I use this for?

Survival Game
11 (28.2%)
Fighting Game
9 (23.1%)
RTS
13 (33.3%)
Other
6 (15.4%)

Total Members Voted: 39

Author Topic: VULLEN: My voxel engine [POTENTIALY IMAGE HEAVY]  (Read 7536 times)

make a game where you and another superpowered person fight?!?!?!?!?.

DBZ the game please

Do spherical hermonics, ambient occlusion, and gamma correct rendering pls.

Make a game where you put a song in and it creates a level based on the song that you have to finish by the end of the song?
like beat hazard but a different genre, not bullet hell?

make a game where you and another superpowered person fight?!?!?!?!?.

DBZ the game please

Mebeh
Make a game where you put a song in and it creates a level based on the song that you have to finish by the end of the song?
like beat hazard but a different genre, not bullet hell?
Nope
Do spherical hermonics, ambient occlusion, and gamma correct rendering pls.
I have my own lighting system planned, I don't want a CPU intensive one.


Real Time Strategy is the best genre.

An RTS for Voxel would be really cool. Have "engineers" make tunnels through mountains, and build underground bases. Huge armies come from underground. It'd be pretty cool. Destroyable terrain, ya' know :3

Bump. I fixed some chunk error glitches finally.

After seeing the success of recent community projects, I've decided to revive this.

This project has done well so far, but sadly all of my attempts to create a working player object have failed. It's not so much the player controls as the immediate problems of collision with the world that causes this. To do it efficently, I have no idea where to start. I've also been trying to fix the chunk errors which keep happening, and the lag when adding and removing blocks. That hasn't gone too swimmingly either.

If anyone who's also interested in C++ wants to help out, I'd be happy to let you lend a hand. (PM me)

Also, i'm going to make a repositiory for this in the near future.

Finally, I can't help but think this topic would be better in the creativity section, so I may move it there.

and the lag when adding and removing blocks
How are you handling chunks/chunk reloading?

An RTS for Voxel would be really cool. Have "engineers" make tunnels through mountains, and build underground bases. Huge armies come from underground. It'd be pretty cool. Destroyable terrain, ya' know :3

Dwarf Fortress 3D.

Dwarf Fortress 3D.
That would be fun. Hard to code everything in, but fun.

check yourself befoxel you voxel your soxel
i chuckled

How are you handling chunks/chunk reloading?
There's two objects: Vullen Renderer and Vullen Manager.

The Vullen Renderer builds the world based off the information in the 3D map array. It processes commands from the Vullen Manager, which holds all changes that are made to the world for a breif period.

The Renderer renders the world in chunks, meaning that it is easily modifyable and the whole world does not have to reload each time a block is placed. The current chunk size is 32x32x32, the map size is 256x256x256 (8x8x8 chunks)

The renderer can access the manager, but the manager cannot access the renderer. This means that the manager builds a list for the renderer to read (efficiency!). I think the issue is in the renderer's check-and-update code - namely, that the chunks are correctly updating but the faces of adjacent chunks are sometimes left unupdated, causing large holes to appear.

I've tried to fix this bug in a few ways but everything so far has just lead to buffer overflows with horrifically massive numbers. I can PM you the relevant source if you wish to look, but it requires:
- Ogre3D
- CEGUI
To run on other computers right now.

Voxel tanks

Fully customizable tanks that shoot voxels at eachutha