Author Topic: Vullen development thread  (Read 3031 times)



DevBlog: chrisbot6.webs.com

I've started work on a voxel engine! It's called VULLEN and it can do some pretty neat stuff. It's still in development right now, but hopefully i'll be able to one day turn it into something much more interesting!

The engine is coded in C++, made for the Ogre3D graphics engine.

FAQ
Y U MOVE DIS
This wasn't getting any attention in Off Topic, and I think it was in the wrong board, too. I have locked the old topic and intend the discussion to continue here.

How did you make this?
It uses Ogre3D (C++)
It also uses CEGUI but there is currently no UI features implamented.

How is it so efficent?
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 16x16x16, 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!).

Is there a video?
http://www.youtube.com/watch?v=IUh0p0FW3Y0&feature=youtu.be

Pictures?
Randomized Sphere Thing:



Perlin Noise Terrain:








Do you need help?
I'm looking for someone to help with cubish player and vehicle models, as well as a UI artist for menus. I'm also in search of a C++ coder who can help with collision implamentation and player control. Other than that, i'm good.

What will this be?
Whatever I decide. It'll probably be a tactical game, but right now i'm just focussing on getting a first person prototype that I can release working.
« Last Edit: July 09, 2013, 10:02:34 AM by chrisbot6 »

i can design menu prototypes

i can do any models needed
i'd link to my mod thread on the build and shoot forums, but lazy

i can do any models needed
i'd link to my mod thread on the build and shoot forums, but lazy
I'll PM you a list if you're sure.

i can design menu prototypes
Again, I'll PM you a list. (can you provide some 2D art that you've already made, though?)

Take your time though, guys. It might be a while until I can actually implament stuff, and i'm trying to get placeholders in first. Also, try to stick to the theme of Voxels, especially with the 3D models (They can bend however you want, so try not to make really blocky and hingey animations like Ace Of Spades - go for something nice, like Cube World. Also keep in mind that one voxel in this engine is about the same size as the player's shoe)

I've been working on this project for about two months on and off. I know my way around Ogre3D pretty well and should be able to properly texture models if a texture is needed.
« Last Edit: July 09, 2013, 08:47:20 AM by chrisbot6 »

they're not bl bricks ya dingus

i made it with a thing called sproxel, where you can convert pixels to voxels

they're not bl bricks ya dingus

i made it with a thing called sproxel, where you can convert pixels to voxels
OH right

Sorry about that!

Don't do first person, or atleast make it optional to be 1st person.

Don't do first person, or atleast make it optional to be 1st person.
Okay.

one voxel in this engine is about the same size as the player's shoe
holy crap that's small
these are going to be less "models" and more "abstract representations"

lighting looks really goofy

have you done any testing to find out how large maps can be before serious performance issues start?

lighting looks really goofy

have you done any testing to find out how large maps can be before serious performance issues start?
There's no lighting system

I'm working on a system that will save chunks as files. Hopefully this will allow for larger worlds.

I'm working on a system that will save chunks as files. Hopefully this will allow for larger worlds.
ah nice

remake the old ace of spades instead of the new garbage one

but yeah with vehicles and stuff

Ever gonna release the source?