Larrabee is not programmable and is therefore useless.
From what I've heard it's the complete opposite. It has been used both as a GPU and a PPU, and it's said to suit very well "for general purpose GPU (GPGPU) or stream processing tasks.[1] For example, Larrabee might perform ray tracing or physics processing,[5] in real time for games or offline for scientific research as a component of a supercomputer.[6]
...
Larrabee will differ from other discrete GPUs currently on the market such as the GeForce 200 Series and the Radeon 4000 series in three major ways:
* Larrabee will use the x86 instruction set with Larrabee-specific extensions.[10] * Larrabee will feature cache coherency across all its cores.[10] * Larrabee will include very little specialized graphics hardware, instead performing tasks like z-buffering, clipping, and blending in software, using a tile-based rendering approach.[10]" [Wikipedia]
E: Well crap. I knew it was hyped but not that much. Pretty stunned here.
Edited by LordBringSomeLag at
ConsistentCallsign at
LordBringSomeLag said at
From what I've heard it's the complete opposite.
What you heard was hype, I'm afraid. Intel/AMD/nvidia = money-milking motherfuckers.
I was like "zomg this is awesome!" too when I first read about Lardbeef, but then I asked hansk the holy programmer and he said it was fail. Epic fail :(
Console will be spammed with ballistics information (JFKR) and bullets will be lodged: http://i225.photobucket.com/albums/dd202/highwingx3/BulletLodge.png Shot #1: Hit killable kid in the face and killed it! Entered skull. Entered brain and became lodged. Shot #2: Hit scenery and ricocheted. Hit concentration camp worker in left eye and killed him! Exited left eye. Entered skull. Entered brain. Exited brain. Entered skull and became lodged. L_L
Edited by ConsistentCallsign at
Beef at
Voxelstein Reloaded?
ConsistentCallsign at
Beef said at
Voxelstein Reloaded?
or alternately: Hitler Reloaded :P
JFKR is one of the greatest FPS games ever created, it pioneered the murder simulator genre! :o :P It's teh most advanced ballistics murder simulator ever developed! :o The bullets in JFKR are so real.. Almost too real! :o :P It actually feels like you are murdering people LOL! :o William "BJ" Blazkowicz said
YEAH!!11
Edited by ConsistentCallsign at
Beef at
While it would be awesome with projectile bullet physics, won't the framerate for the 50 bullet/sec machinegun be pretty raped if every shot has its own bullet simulation?
ConsistentCallsign at
Beef said at
While it would be awesome with projectile bullet physics, won't the framerate for the 50 bullet/sec machinegun be pretty raped if every shot has its own bullet simulation?
Bullets are easy to parallelize. But yes, there should be a way to disable/enable real-time bullet simulation (at least for the chaingun).
I hope eyes and such won't be separate objects like in the first version, unless the physics improve a lot. It looked so weird when the guards went ragdoll and the eyeballs moved around, loosely attached to the skull :P Druglords? Lol
Edited by Beef at
ConsistentCallsign at
Beef said at
Druglords? Lol
Nope. It's the Resistance Movement, representing for them resistants all across the world! 8)
Beef at
Ah, cause that black suit guy had a weed sign :P Those screenshots look really nice, if a bit grimey... Maybe the bricks should be a tad bit less muddy, and the table a little more wooden, but so that it still looks a bit dirty and rotten. Also, most of the tools kind of blend in with the background Come to think of blood... What are the chances of realistic fluid blood physics? :)))
Edited by Beef at
ConsistentCallsign at
Beef said at
Maybe the bricks should be a tad bit less muddy
http://i225.photobucket.com/albums/dd202/highwingx3/intstart2.png http://i225.photobucket.com/albums/dd202/highwingx3/test3.png Now it looks too green :( Green is pleasing to the eye and natural/harmonic/peaceful etc.. I don't want it to be beautiful, I want to make an old and gritty, moist basement cellar! >:( :(
What are the chances of realistic fluid blood physics? :)))
There will be fast verlet fluid physics in this game because fluid physics is awesome and because there will be a lot of lava in this game (at the bottom of the worlds, under the dirt and thin layer of rock) L_L http://www.youtube.com/watch?v=9os-kTkFXHs http://www.youtube.com/watch?v=4dDJkh6BQK0 it should be practical to make blood particles behave as viscous fluids. Liek you shoot a guy, and a pool of blood is generated and everything the pool of blood touches will be painted red! :o There needs to be a slurp mode, so that the player can slurp up teh blood when he has less than 10% health :P
http://i225.photobucket.com/albums/dd202/highwingx3/food35.pnghttp://i225.photobucket.com/albums/dd202/highwingx3/foodstuff06.png walls are still too green :( maybe I can compensate by adding more brown roots n stuff :3 I should also lower the ceiling one brick and scale the food a little bigger. http://i225.photobucket.com/albums/dd202/highwingx3/hiddenroom.png
Edited by ConsistentCallsign at
Beef at
If you're able to drink blood in that mode you should be able to bite and suck the blood out of npc's as well :) Slurp modeVampire mode
Lava sounds super awesome, I'm thinking of underground complexes with seas of lava to shoot nazis into :)))))
Edited by Beef at
ConsistentCallsign at
Beef said at
Vampire mode
Vampire mode would be extremely gay and emo, so that's out of the question :P
Basement brick texture looks less green/yellow and more realistic now :3 http://i225.photobucket.com/albums/dd202/highwingx3/FAEK11111-1.png←faek http://i225.photobucket.com/albums/dd202/highwingx3/REALL1111-1.png←reall
Good news, everybody: the people diagnosed with WinDown's syndrome will be granted a mercy death. http://i225.photobucket.com/albums/dd202/highwingx3/WinDowns2.png
:-X I guess... I just felt nostalgic about that Bloodrayne game :)
Beef at
ConsistentCallsign said at
Good news, everybody: the people diagnosed with WinDown's syndrome will be granted a mercy death
That is so un-cool :-\ apegomp, you are a king of controversy (I agree about Windows ;)) This thread is one big tease, it's so frequently updated with new, raytraced pixellated glory :( Probably won't be released until 2011 or something, I should probably stop looking at it until its release :P But I can't stop myself Omg reflective helmet
Edited by Beef at
ConsistentCallsign at
I don't think we'll use the interrogation room scene escape thing idea.. Picking handcuffs with paperclip is kinda cliché, you know :P and the room is too cozy and warm etc.. but the worst part is that the interrogation escape will be a cut scene animation and then the player will not really escape himself and truly appreciate freedom.
http://i225.photobucket.com/albums/dd202/highwingx3/PlayerStart5.png When player selects "New Game", a small cut scene will be played (BJ taking knife out of hidden compartment in his boot) and the game starts! :D
Edited by ConsistentCallsign at
Beef at
Maybe you could place the interrogation room further up in the castle, like in RTCW? So you escape your cell then pass the interrogation room where you find your dead colleague?
ConsistentCallsign at
Beef said at
pass the interrogation room where you find your dead colleague
Great idea, Beef! :o
http://i225.photobucket.com/albums/dd202/highwingx3/AgentBBW.png Player has x seconds to break out of cell and find teammate before the time runs out and agent BBW is stabbed to death in the interrogation room nearby. Player must literally kick his way out of his cell to rescue his partner. Hitting rusty metal bars with knife hundreds of times will take too long.
Beef at
Cool! For first timers, when BBW is killed the interrogator should send a guard to bring BJ to him. The guard could open the cell, then the player could kill him and escape that way! The objective could be "Find a way to escape", and side-objective be "Rescue BBW". :)
By the way apegomp, have you played RTCW yourself?
Edited by Beef at
ConsistentCallsign at
Beef said at
By the way apegomp, have you played RTCW yourself?
Yes, a long time ago. Needless to say, it was a huge disappointment. When I first played it, I was lykk "wtf this isn't Wolfenstein, this is Quake 3 Arena all over again! :(" And so after a couple of missions, I uninstalled the game :3
BJ is nowhere to be seen in rtcw.. Animation looks retarded, AI is retarded, enemies look retarded, monotonous music is average at best, and the weapons aren't even centered! :P
:( Disagree! RTCW was awesome. Are you going to have thompson guns? Tommygun ftw! I'll try to make a gun or something for you when I get the time :)
ConsistentCallsign at
Beef said at
Are you going to have thompson guns? Tommygun ftw!
I hate that gun!§ :@ That big blocky piece of obsolete wooden brick! >:( It has become an overused cliché and a trademark and symbol of the "political correct" mainstream game/movie/entertainment industry and the fat us imperialist yankee neoliberal noobs :3
On second thought.. it would be fun to damage its reputation a little, by executing hundreds of concentration camp workers with it! >:3
We're abandoning raytracing. It's just too slow and you will need at least 100+ cores to play it smooth. (GP)GPUs are not programmable, so that means we can't use Larrabee etc
:'(!!
This has become a freeware murder simulator for the elite (1337) :P I want Virtual Holocaust in India and China too, not just Europe! :P
We will probably use splatting now as it supports arbitrary transformations (fast, practical soft-body animation) and bounded cubes<3 Bad thing with splatting/casting is that one may need to use shadow maps which is very slow and gay :( and splatting is not very parallelizable (still fast, though) Physics will be parallelizable and shadow maps are parallelisaisatizable L_L
Edited by ConsistentCallsign at
Beef at
Ouch. Are you sure about this? You can't perhaps include raytracing mode as a cvar or such? How does splatting compare visually, does it support reflections and transparency?
Lol :D I'm fine with splatting, if raytracing just doesn't work out in the end :) As long as it looks good it will still be a benchmark showing the industry voxels can>polygons ;D
Jinroh at
ConsistentCallsign said at
This has become a freeware murder simulator for the elite (1337) :P I want Virtual Holocaust in India and China too, not just Europe! :P
Just out of curiosity please clarify this statement. thx. ^_^
ConsistentCallsign at
Jinroh said at
Just out of curiosity please clarify this statement. thx. ^_^
You'll need 200 CPUs to get smooth raytracing performance in 320x200 :( (GP)GPUs are not programmable.. but we just need to port 15 lines of raytracer code to the (GP)GPU, is that so hard? [asked hansk about it, waiting for reply..] v.101 is ultra-fast, everyone can play it.
Since Voxelstein 3D is a tribute to the human species (God's most beautiful creation, a flawless masterpiece), there will be Virtual Holocaust(tm) in this game (complemented by Nazi Approved(tm) music).
Edited by ConsistentCallsign at
Jinroh at
ConsistentCallsign said at
Jinroh said at
Just out of curiosity please clarify this statement. thx. ^_^
You'll need 200 CPUs to get smooth raytracing performance in 320x200 :( (GP)GPUs are not programmable.. but we just need to port 15 lines of raytracer code to the (GP)GPU, is that so hard? [asked hansk about it, waiting for reply..] v.101 is ultra-fast, everyone can play it.
Since Voxelstein 3D is a tribute to the human species (God's most beautiful creation, a flawless masterpiece), there will be Virtual Holocaust(tm) in this game (complemented by Nazi Approved(tm) music).
So in a nutshell here you're saying here is:
A. If we want raytraced graphics we'll need computers far advanced from anything man has yet to offer, a la Crysis. B. Your game will be an "Equal Opportunity Murder Simulator" to put it lightly.
Ok, just was curious about some clarification. Thanks. ^^
LStanley at
ConsistentCallsign said at
Jinroh said at
Just out of curiosity please clarify this statement. thx. ^_^
You'll need 200 CPUs to get smooth raytracing performance in 320x200 :( (GP)GPUs are not programmable.. but we just need to port 15 lines of raytracer code to the (GP)GPU, is that so hard? [asked hansk about it, waiting for reply..] v.101 is ultra-fast, everyone can play it.
Since Voxelstein 3D is a tribute to the human species (God's most beautiful creation, a flawless masterpiece), there will be Virtual Holocaust(tm) in this game (complemented by Nazi Approved(tm) music).
when do I get the chance to use the engine you are taking screenies on, or use the 1.01 engine thats all "super fast?"
I'd like to try it with the higher res models and whatnot, with the new editor or no editor....
ConsistentCallsign at
LStanley said at
when do I get the chance to use the engine you are taking screenies on
I thought you were too busy with work and your fiancee and all.. I tell you what.. We'll let you develop after you have abandoned your fiancee. Bros (Voxelstein development) before hos, lulz! :P
I'd like to try it with the higher res models and whatnot
¿Qué? maximum sprite size is still limited to 256^3 @_@
LStanley said at
or use the 1.01 engine thats all "super fast?"
ultra-fast (Ken-fast) v.101
Dany at
Well after listing in some pages I must say:
Have you thought about AA? I know it'd mess up low-resolution a lot but using the graphics card a littlle more won't kill the frame rate, and I'll look better!
Cheap but fun!
Btw about that programmable GPU's and smooth ray-tracing: DX11 cards are actually programable(and highly hackable :D ), at least (almost) the way you can program CPU's and other programmable devices. Porting ray-tracing to it would be cool, but it'd not kill the problem. What you should do, is making 3 shaders(pre-pass, calc, afterpass) the first shader would be a "classic" shader. Calc shader would be CUDA/GPGPU(aka. DX11 programmable enviroment) and the last shader would be "classic" again. You may say "what's the sense of that". Well. Next gen GPU's will have 2x the computing power as the last gen. But it doesn't mean everything would be twice faster. No, calculations will be done twice faster, not data operations. "Classic" shadering is superior at data operations, simply because they are pre-programmed. And CUDA/GPGPU are superior at calculations.
And since we(you) want also superior performance, you should make it like that. How you may ask. The 1st shader would "load" the rendered and 6 nearest scenes and "unpack" them. 2nd shader would "take" the scene to be ray-traced and calculate it. And of course save it for later use. And the last shader would simply optimize it and add some eye-candy to it. At last. It will send the scene as pack of textures(also known as "lightmaps") back to the CPU cycle where cpu wanted to ray-trace the scene(s).
Easy, isn't it? Well except you will need a HW&SW upgrade. W7 and a new graphics card. But that's small cost for the performance addition. Well and you can try make it with cuda but i'll work only with Nvidia GPU.
Well that was a bit longer writing then I thought :)
ConsistentCallsign at
Dany said at The Holy Programmer Prophet Tim Sweeney said
we’ll write 100% of our rendering code in a real programming language – not DirectX, not OpenGL, but a language like C++
The Holy Prophet has spoken!§ :o DEATH TO DIRECTX!§ >:@
According to Mr. Sweeney, if the cost (time, money, pain) to develop an efficient single-threaded algorithm for central processing unit is X, then it will cost [...] ten times more to create a current GPGPU version.
source
Oaul Pottelini said
Programming Larrabee is a nightmare Intel says programming Larrabee is writing nice C++ code. This is bulls**t. It is an in-order machine. If you want it to go fast you need to write code usuing machine-level 16 way instructions. Don't forget that you then need to do the threading and load balancing by hand (really easy yeah) and that you need make sure that things nicely fit into cache-lines etc. Intel says that their compiler will do all this in most cases - LOL. Intel assumes that polycounts of games are structured in a way that doesn't make the rasterizer the bottleneck - yeah right why would anybody want to tessellate stuff ?
(GP)GPUs are watt-wasting programmer-unfriendly hardware :(
Also, we feel that the extra gfx we get from raytracing does not justify the performance hit (1 room, 1 fps) It's sad that, in order to play raytraced vxlst, one will need a supercomputer (128-core cpu / Nvidia Fermi / Larrabee 4).
That said, we will probably use insensitive splatting + bounded cubes + fast practical arbitrary transformations + deep shadow maps :3
blablabla disregard all that :P I've got incoming morse message from Führer bunker: hansk said
Right now I'm looking into generalizing RLE raycasting so that it simply processes a massive packet of rays with a common origin. It would make the code a lot more simple and then it could be used for dynamic shadows (and likely be faster than shadowmaps).
:o :o :o
Edited by ConsistentCallsign at
Spacerat at
Here another svo voxelstein raycaster - this time in cuda. ;D
Very nice, I get a perfectly decent 30-100 fps depending on where I am looking. The only thing is the lighting seems a bit plain... which is strange because I thought it was baked into the voxels?
Spacerat at
Thats true - if the colors were baked it wouldnt use any more memory. Hm.. I just used the original plain voxelstein version - I guess the real colors need to be computed based on the lighting..
hansk at
That is very fast. Performance doesn't seem to change much by resolution so I assume you aren't just casting 1 ray per pixel but rather use some kind of grouping? Also is that a pure octree, or are you using 3D textures at the end (ala GigaVoxels)?
Lighting in Voxlap is just a brightness multiplier on the alpha channel.
Spacerat at
Thank you for the hint with the alpha channel - now it looks much more nice :-) Today I modified the loader to directly read vxl files - this means any of you can replace the existing vxl by any other file for experimenting. I updated the former .zip, so the download remains the same (http://www.gpstraces.com/sven/tmp/voxelstein-svo-raycast-cuda2.3.zip)
Yes, right now the data-structure is a pure octree, without 3D textures as Gigavoxels. It has the advantage to consume less memory, but transparencies are of course difficult. The raycasting itself is done similar to Gigavoxels and Jon Olicks method in two passes.
Edited by Spacerat at
hansk at
So wait, you really are casting 1 ray for every pixel? How is it possible that 640x480 gives me 25ms and 1024x768 gives 29ms? Rays increase by a factor of 2.56 and performance decreases only by a factor of 1.16 ???
Or is this just CUDA messing up again. I have a GTX280 and I get those numbers when looking directly down from the start position.
EDIT: Also seems I get 20 ms in the entrance (where you got 5ms) and 20ms in the bar scene (where you got 7ms). Either you have a much better card or CUDA fails :( EDITEDITEIDITEIDT: Seems like there is a fixed overhead of 15ms even when not looking at anything (and it's in CUDA time). But god damn this thing is still blazing fast.
Edited by hansk at
esuvs at
The lighting looks much better now, but it seems the image has become flipped left to right?
Spacerat at
@hansk: Hm.. my card should be even slower I guess - I have an GTX260, not even 280 here, thats strange. Which drivers do you have ? Once I had a problem after updating the drivers that copying from the PBO got terribly slow - CUDA time remained the same though.. If I switch to 1024x768 here, the entrance takes 12 ms to render, so its only half as fast as 640x480.
@esuvs: Yes, thats true - I also found that I made a mistake and the level is flipped either in x or in z.. I have to fix this.
Edited by Spacerat at
olag at
Could anyone upload a video of this? Unfortunately I don't have a CUDA card :(
Spacerat at
olag said at
Could anyone upload a video of this?
http://www.youtube.com/watch?v=xuWi4kQuX9I I also added videos for other test-scenes.
hansk at
I have tried with 191.07 (latest ones) and 190.38 (ones listed on CUDA page), no difference. I'm running Vista 64-bit btw. Also I tried forcing off VSYNC but it made no difference.
The CUDA SDK samples don't seem to have this problem. If you want to make some test cases to narrow it down, I'm ready to test.
Spacerat at
@Hansk: Ah you're running a 64bit OS ? That might be the cause of the performance drop. I tested my algorithm once on a 64 Bit XP Windows and got the same problem - it was running very slow. I guess the source would have to be compiled for 64 Bit in order to work properly...
hearty0 at
AHHH!!! SILENCE!!! KILL IT!!!!! >:( >:( >:(
I've been waiting 20 days for someone to talk, and now I'm very unhappy with the silence. ???
Your graphic progress is very impressive :) I hope that one day Voxelstein will be the best freeware murder simulator ever created! ;)
LordBringSomeLag at
I approve of this.
ConsistentCallsign at
LordBringSomeLag said at
I approve of this.
then u also approve of infalatabel rubber bloat ??? http://i225.photobucket.com/albums/dd202/highwingx3/infalatebloat.png http://i225.photobucket.com/albums/dd202/highwingx3/infalatebloat2.png
sweet i just made am old wine bottle (hollow) :o http://i225.photobucket.com/albums/dd202/highwingx3/oldredbottle.png bottle will look photorealistic when RLE pathtraced in 320x200 on next-next-next-next-next-gen hardware L_L
Edited by ConsistentCallsign at
CaimX86 at
You are very talent guy!
You should send your work to some publisher.
Sanketh at
I agree.
I have two questions: How intelligent will AI be? What should we expect from the opponents in the future?
ConsistentCallsign at
im not talented.
slab6 is talented. upcoming pathtracer engine is talented.
i just slab some random/retarded shapes n shit and let (path)tracer do the magic ;) most of the time, i dont even need to texture the sprites :o
about ai.. nazi ai needs to be 1337 because let's face it: nazis are awesome, that's just the way it is (alas). us yankee imperialist noob ai must be noob L_L (vomiting, pausing to breathe after running short distances, accidentally firing rifle when tripping and falling down to ground). dopefish ai must be dumb :P
*edit *Edit edit*edit*edit* zomg, i found a publisher: http://www.lambirewards.com/ it's a toilet paper manufacturer lol! :o basically.. the idea is that you collect these codes that are hidden inside teh tp, then you enter the codes and receive voxelstein 3d and we get toilet paper revenue! :o it's a win-win.
But really.. we already have a publisher (sourceforge.net).
Edited by ConsistentCallsign at
CaimX86 at
im not talented.
slab6 is talented. upcoming pathtracer engine is talented.
i just slab some random/retarded shapes n shit and let (path)tracer do the magic most of the time, i dont even need to texture the sprites
And modest too! :D
The tool can be great, but only artist can exceeds it!
Well, I'll follow this topic from now. ;)
ConsistentCallsign at
CaimX86 said at
The tool can be great, but only artist can exceeds it!
Without tools, I am nothing.
Sanketh at
How about adding nazi soldiers with Waffen-SS camouflage face veil? It looks cool. http://img207.imageshack.us/img207/6605/headssveil1custom.jpg
Crypto-nazi-gay Douglas P. wear it often! :P http://www.youtube.com/watch?v=KmYaEJ9jh5Y&feature=related
Will you be able to kill Gunter Grass? http://img709.imageshack.us/img709/1028/guentergrasssssepia.th.jpghttp://img134.imageshack.us/img134/5689/guentergrasssepia2.th.jpg ''The Grass is always browner!'' :D
bottle will look photorealistic when RLE pathtraced in 320x200 on next-next-next-next-next-gen hardware L_L
LOL @ the swastika propellor. Did you guys leave the SVO engine and return to RLE now?
btw, you must see this voxelized game scene: http://www.atomontage.com/
ConsistentCallsign at
Sanketh said at
How about adding nazi soldiers with Waffen-SS camouflage face veil? It looks cool.
no, it looks gay and retarded :P But of course, there will be camoflaged sniper nazis in this game ;) I just haven't made the model yet because ins voxels takes too much time at the moment.
Will you be able to kill Gunter Grass?
Absolutely not.
straaljager said at
Did you guys leave the SVO engine and return to RLE now?
SVO is a gfx whore format, it murders memory for faster rendering performance. That's unacceptable. We want a community-friendly format that's easy to share and mod.
Would it be possible to have falling snow that actually piles up?
hansk at
hark said at
Would it be possible to have falling snow that actually piles up?
Yes.
Inspired by Spacerat's awesome CUDA raycaster, we have finally decided to roll with CUDA too. In the last few weeks I have been experimenting with different rendering/storage alternatives.
Results:
Method
Memory
Rendering time
1. KD Tree-RLE hybrid
79MB
25ms
2. Hierarchical RLE
78MB
20ms
3. Perfect Minimal Hash Octree
87MB
16ms
4. SVO
132MB
12ms
Test scene was a 256^3 block of VXLST3D v1.01 data repeated 16 times. It's a very dense data set, so not maybe a good test. But buh, I'm not running those numbers again. All memory numbers include 24-bit color per voxel, a full set of mip maps and interior voxels (stored without color data, 1bit/voxel ideally). Rendering times are in 1024x1024 with a GTX280.
1. A shallow KD-tree built on top of RLE. Idea is just to use KDT to skip empty space and otherwise use plain RLE ray traversal. If the KDT was less shallow maybe it would be faster, but that of course increases construction time. SAH is actually pretty fast to do when you have data neatly sorted in an RLE structure. But still it doesn't seem worth it.
2. Just a full set of RLE volume mip maps, but each voxel also stores 8 bits determining which sub-voxels in the next mip map exist. Basically you could say it's a pointer-free octree, traversal even works almost the same. I tested a ton of other ways to traverse RLE hierarchies but this was the fastest. But the cost of looping through RLE slabs just is too much. Binary search didn't seem to help there either.
3. This is something I haven't heard anyone else do yet. Basically you just split the volume into columns of 256 voxels and construct perfect minimal hashes on those. That already gives you O(1) voxel lookup. But on top of that you construct an octree, hash the nodes based on center position. And the nodes obviously don't need pointers, so you can go down to 8 bits per node if you want. I used a little more though. Construction is actually really fast, I was surprised myself. And you could even construct each column in parallel, I didn't try that though. The biggest traversal hit seems to come from having to use 2 modulos during lookup, but with CUDA using a 256x256 lookup texture did wonders for that. Still it's all just a little too complex.
4. Our good friend Mr. SVO is still the fastest one around. Forgive me for ever doubting :-[
hark at
Excellent stuff! It's nice to see that current graphics cards can be used to accelerate voxels. Are you planning on supporting more open standards for hardware acceleration like OpenCL or DirectX Compute?
ConsistentCallsign at
hark said at
Are you planning on supporting more open standards for hardware acceleration like OpenCL or DirectX Compute?
GPU acceleration is only temporary. When real multicore revolution kicks in, we will return back to software rendering.
hark at
ConsistentCallsign said at
GPU acceleration is only temporary. When real multicore revolution kicks in, we will return back to software rendering.
GPUs have way more space to put cores, they can fit hundreds of cores. Putting that many cores in the space a CPU takes up would be very hard and you may not see it for many years. Besides, I'm sure OpenCL supports CPUs as well.
hansk at
From what I hear OpenCL performance isn't that great right now. If/when it improves then it's worth considering.
ConsistentCallsign at
hark said at
GPUs have way more space to put cores, they can fit hundreds of cores. Putting that many cores in the space a CPU takes up would be very hard and you may not see it for many years. Besides, I'm sure OpenCL supports CPUs as well.
The (GP)GPU has always been a non-programmable expen$ive watt-wasting BRICK, and it will continue to be so until the day it dies (gets replaced by cheap programmable energy-efficient 1000-core-in-a-cube CPU).
It is unethical to use (GP)GPU acceleration because it is not the future. (GP)GPU should be boycotted instead of glorified. We have been forced to use obsolete shitty CUDA because Intel/AMD/IBM/neoliberalism has failed at delivering decent products.
When real multicore revolution kicks in, we will immediately return back to software rendering ;)
EDITEDITEDIT: fixed ambiguous/misleading text to render hark's argument invalid lol
Edited by ConsistentCallsign at
hark at
Well keep on waiting because CPUs are becoming less and less relevant to gaming. GPGPUs are where we're heading.
edit: by the time they fit hundreds or even thousands of cores into a CPU (which is still many, MANY years off), they'll have GPGPUs with even more cores. I don't even know why you're so against GPGPUs. Just buy a cheaper CPU and use the extra money on a GPGPU. GPGPUs start from $50 and go up, so they're not that expensive. If you're willing to blow thousands of dollars into many core CPUs, I don't see why you wouldn't do that for GPGPUs instead. GPGPUs will eventually be able to run C++ code or (a slight variant) natively anyway.
Edited by hark at
ConsistentCallsign at
hark said at
I don't even know why you're so against GPGPUs.
I already told you. GPGPUs are non-programmable expen$ive watt-wasting BRICKS. GPGPU is a poor substitute for cheap programmable energy-efficient 1000-core-in-a-cube CPU.
When you buy a (GP)GPU, you are supporting a bad, unethical industry. Buying a (GP)GPU is just like buying landmines from a landmine manufacturer loL! :P
We need to act now and tell teh money-milking hardware industry that we demand decent products (1000-core-in-a-cube CPUs lol)! >:( >:(
http://i225.photobucket.com/albums/dd202/highwingx3/5nazinades-1.png http://i225.photobucket.com/albums/dd202/highwingx3/ammobox.png http://i225.photobucket.com/albums/dd202/highwingx3/shit.png http://i225.photobucket.com/albums/dd202/highwingx3/swastigram3.png http://i225.photobucket.com/albums/dd202/highwingx3/poster2.png http://i225.photobucket.com/albums/dd202/highwingx3/PandorrasPyramid.png Rubik's Pyramid (portal to hell, like lament config in hellraiz0r lulz) http://i225.photobucket.com/albums/dd202/highwingx3/pogo2.png http://i225.photobucket.com/albums/dd202/highwingx3/POGO.png
Edited by ConsistentCallsign at
Jinroh at
More great voxel art, but that pogo stick looks a little out of place. Is that for B.J.'s grandson Billy Blaze? :P
ConsistentCallsign at
Jinroh said at
pogo stick looks a little out of place.
pogostick will be a secret :-X with pogo, player can bunnyjump real high and stomp to death nazis n concentration camp workershttp://mail.google.com/mail/e/32B
Edited by ConsistentCallsign at
Beef at
Good news that ray tracing will stick around! So, isn't CUDA NVidia exclusive or did I get that wrong? Not that it bothers me right now, since I have a GeForce 9800 card... God that voxel art looks good... You're truly making history, when you finish this game or even release a public Beta the internet will go apeshit ;D There is nothing, nothing out there like this game (from a graphics standpoint, and gameplay standpoint too if you deliver on your promises or it's at least as interactive as the old build)!
hark at
GPGPUs aren't programmable? Gee, did you ever stop to think what the GENERAL PURPOSE part of General Purpose Graphics Processing Units means or do you automatically hate everything that isn't an impractically massive CPU?
LordBringSomeLag at
ConsistentCallsign said
Hate. Let me tell you how much I've come to hate them since I began to live. There are 387.44 million miles of wafer thin printed circuits that fill my computer. If the word hate was engraved on each nanoangstrom of those hundreds of millions of miles it would not equal one one-billionth of the hate I feel for GPUs at this micro-instant. Hate. Hate.
:-*
JonoF at
You know what they say about feeding trolls...
Jonathon
hark at
By the way, has there been any advancements in the blood effects?
ConsistentCallsign at
hark said at
By the way, has there been any advancements in the blood effects?
Not yet.
RIP CRT :'( Colors will now be adjusted to the new LCD standard http://i225.photobucket.com/albums/dd202/highwingx3/LCD.png
hark at
You're going to use darker colours now? I'm using an LCD monitor and that must be one of your worst screenshots. It's so dull and featureless.
ConsistentCallsign at
hark said at
You're going to use darker colours now? I'm using an LCD monitor and that must be one of your worst screenshots. It's so dull and featureless.
Thanks for the compliment, hark! ;)
hark at
I've been replaying the first release of Voxelstein 3D and the game is even better than I remember. If it had more content, I could see this being more popular than it already is.
ConsistentCallsign at
hark said at
I've been replaying the first release
first release is obsolete :( http://i225.photobucket.com/albums/dd202/highwingx3/workinprogress.png http://i225.photobucket.com/albums/dd202/highwingx3/secretrevealed.pnga secret is revealed :-X
teh red bottles use fake refraction/reflection at the moment
I'm sure there has been so much progress since the first release, but unless I'm mistaken, that's the only public release.
Jinroh at
More cool art. ^_^ It's really dark and moody down there.
hark at
Maybe it's just my imagination, but those screens look more pixellated than usual. Other than that, I'm loving the detail.
ConsistentCallsign at
http://i225.photobucket.com/albums/dd202/highwingx3/treasurecross.pnghttp://i225.photobucket.com/albums/dd202/highwingx3/treasuryfuckyeah.png http://i225.photobucket.com/albums/dd202/highwingx3/BOOMBRAINSHOT.pngJeff Orchard added to credit list lol juice bitch 8)
http://i225.photobucket.com/albums/dd202/highwingx3/burger.pngfood is good http://i225.photobucket.com/albums/dd202/highwingx3/c4lol3.png http://i225.photobucket.com/albums/dd202/highwingx3/femur.pngfemur
http://i225.photobucket.com/albums/dd202/highwingx3/BLITZKRIEG2.png Blitzkrieg camera. flash your enemies and take pathtraced screenshots! :O :P
Edited by ConsistentCallsign at
Jinroh at
ConsistentCallsign said at
juice bitch 8)
Nice you're really getting your point, across! ^_^
dentistguba at
Hi, i am a new member on this forum (having stumbled across Voxelstein a while back, and kept an eye on progress).
just thought i'd say this game looks like it has a lot of potential and i look forward to the next release. I also have started to try out things such as voxel modelling so hopefully i may be able to contribute something. Keep it real voxel 8).
ConsistentCallsign at
dentistguba said at
I also have started to try out things such as voxel modelling so hopefully i may be able to contribute something.
Start slabbin', soldier! 8)
PROTIP: use Cheat Engine to increase Brush radius :P
http://i225.photobucket.com/albums/dd202/highwingx3/renderprogress.png Rendering in progress... :-\ Looooooord bring some lag! ;D
Edited by ConsistentCallsign at
LordBringSomeLag at
Both of your dedication to this project really is something else.
It would benefit so much from a proper website though. A gallery, an FAQ, a newspage, some forums... maybe an IRC channel :P
Jinroh at
Dark and gritty still awesome and just the way I like it. ^_^
Beef at
LordBringSomeLag said at
Both of your dedication to this project really is something else.
It would benefit so much from a proper website though. A gallery, an FAQ, a newspage, some forums... maybe an IRC channel :P
I agree, this project needs much better PR outside of these forums and a well designed website would help a lot. Not sure about forums, I think this project really benefits from being on an already populated forum... When the project becomes big in the public eye, I think a Voxelstein forum may be in order... As it stands, I don't think many would bother visiting such a forum regularly, much less register to it.
straaljager at
ConsistentCallsign said at
LordBringSomeLag said at
I approve of this.
then u also approve of infalatabel rubber bloat ??? http://i225.photobucket.com/albums/dd202/highwingx3/infalatebloat.png http://i225.photobucket.com/albums/dd202/highwingx3/infalatebloat2.png
sweet i just made am old wine bottle (hollow) :o http://i225.photobucket.com/albums/dd202/highwingx3/oldredbottle.png bottle will look photorealistic when RLE pathtraced in 320x200 on next-next-next-next-next-gen hardware L_L
I know you were joking, but real-time pathtracing on GPUs is a very very hot topic right now (just google Octane render, Arion Render, VRay RT CUDA, mental images iray, LuxRender OpenCL, Bunkspeed SHOT or watch some movies on youtube of these renderers). It's now possible to do nearly realtime path tracing at very low resolutions (320x200) with a high end GPU and this could be a very promising direction for Voxelstein3D to differentiate itself from other first person shooters (apart from the fact it's using voxels). It could be the very first game with realtime movie-quality global illumination at the cost of being very low res.
ConsistentCallsign at
straaljager said at
I know you were joking
I wasn't joking when I said that. hansk will add pathtracer extension to raytracer when true multicore revolution kicks in
so i had to make the eagle look less furry/gay (Führer hates furfags wtf) hm.. but now eagle looks too emo :-\ :P
I call this propaganda painting.. "SUPERIOR EAGLE INFERIOR PREY" http://i225.photobucket.com/albums/dd202/highwingx3/EAGLEterror.png superior eagle eats its inferior prey :P LOL jkjkjk :P
ya, it's my version of last boss in Spear of Destiny z_z
it will suck the lifeforce out of you and tehn swallow your soul :3
http://i225.photobucket.com/albums/dd202/highwingx3/Jewdoodolllol.png Jewdoo doll (works only on jews lol) http://i225.photobucket.com/albums/dd202/highwingx3/Fightclubsoap.png 5 kilo jewfat = 1 soap! D:
http://i225.photobucket.com/albums/dd202/highwingx3/karambit.png EAGLE CLAW TO FACE!§ >:( >:( >:(
:3
Edited by ConsistentCallsign at
Jinroh at
Ah I see I never got to play Spear of Destiny so I wouldn't get the reference lol.
ConsistentCallsign at
http://t0.gstatic.com/images?q=tbn:FgDwGdVU6NzakM:http://farm4.static.flickr.com/3187/2847900258_0e23dd2153.jpg yo dawg http://i225.photobucket.com/albums/dd202/highwingx3/yodawg.png i herd u like games so we put a game in yo game so u can play while u play
i herd u like games so we put a game in yo game so u can play while u play
Wow! Thanks X to the Z! ^_^
I really like the Castle it's nice dark, moody, gritty, and has a chess set. hehe. Go castle that king! ^o^ I think i like the Foyer the best, with the tiled floor and the columns, though I can't resist a good graveyard.
hansk will add pathtracer extension to raytracer when true multicore revolution kicks in
That was last week. http://i428.photobucket.com/albums/qq1/hanskr/iluvpt.png
straaljager at
Nice! Could you give some more information about it? Is it an extension of the SVO code using CUDA? Is the ambient occlusion on the grass pathtraced as well?
ConsistentCallsign at
Raytracing is obsolete and is no longer supported.
Edited by ConsistentCallsign at
hansk at
Everything in that shot is path traced, no precomputation. That shot wasn't realtime though, probably took 5-10 seconds (quad core), but you can get some pretty nice results in a low resolution with relatively few samples.
SVOs are still very much in use but with the introduction of BIH the current game world renders about 5 times faster than before. Also both CPU and CUDA compile from the same code now. That means rendering simultaneously with CPU+CUDA is possible and should also be a good way to heat your apartment in the winter.
With path tracing CUDA is actually slower than my quad core right now. But I haven't even started to look into the reasons. Also the path tracer is super duper simple right now, but I'm definitely planning to extend it.
RTPT is teh future :-*
ConsistentCallsign at
juice bitch 8) http://i225.photobucket.com/albums/dd202/highwingx3/rtpt.png
straaljager at
Really extraordinary work hansk! :o Can't wait to see what's next :D
Holy crap!! That just looks so much more natural, albeit at a still low resolution. Excellent work!
ConsistentCallsign at
hark said at
Holy crap!! That just looks so much more natural, albeit at a still low resolution. Excellent work!
Yes. All pixels have been painstakingly placed by myself. I have definitely improved my 2D pixel art skillz lawl I'm the greatest 2D pixel artist ever 8)
Edited by ConsistentCallsign at
straaljager at
Fantastic lighting on those cows ConsistentCallsign! What resolution are you rendering at (it looks fullscreen)? How long did it take to get that image? It's not realtime is it?
ConsistentCallsign at
straaljager said at
What resolution are you rendering at (it looks fullscreen)? How long did it take to get that image? It's not realtime is it?
320x200 raytrace res, rendered in a couple of seconds on my obsolete quad
Edited by ConsistentCallsign at
hansk at
I think we will just keep taking screenshots night and day for a few weeks. http://i428.photobucket.com/albums/qq1/hanskr/screenshot_1268341660.png
straaljager at
ConsistentCallsign said at
320x200 raytrace res, rendered in a couple of seconds on my obsolete quad
Nice! hansk said at
I think we will just keep taking screenshots night and day for a few weeks. http://i428.photobucket.com/albums/qq1/hanskr/screenshot_1268341660.png
Hehe, so cool. :D I hope you don't mind if I post some of these screens on the ompf.org forum. When can we expect this new code to be available for download?
Edited by straaljager at
hansk at
straaljager said at
Hehe, so cool. :D I hope you don't mind if I post some of these screens on the ompf.org forum. When can we expect this new code to be available for download?
Yeah that's fine, I read ompf.org too. I dare not post there though, it's like a beehive of angry programmers.
Full source code will be released with the game. In the words of the great George Broussard: when it's done. But if you are interested in some specific code, just ask.
straaljager at
hansk said at
Yeah that's fine, I read ompf.org too. I dare not post there though, it's like a beehive of angry programmers.
Hehe, so true. It's more entertaining than informative sometimes.
btw, I'm sure you have come accross the excellent paper on "Efficient Sparse Voxel Octrees" from Samuli Laine, that comes with free cuda code. It's biggest strength is also it's biggest weakness (for Voxelstein specifically): it makes the voxels look rounded and smooth and I'm not sure if that's what you're aiming for with Voxelstein, but the code might have some interesting bits that could provide an additional speed-up to your code.
hansk said at
Full source code will be released with the game. In the words of the great George Broussard: when it's done. But if you are interested in some specific code, just ask.
Thanks :)! I would love to try it out right now, but I'm afraid my laptop can't handle it (I only have a Intel Core 2 Duo @2.50 GHz, 4GB RAM and a 8600M GT :( ). On the other hand, I can run spacerat's SVO code just fine (I also ran the Octane demo without a problem) so maybe it's not that slow after all. Damn, I really hope it's not going to be a second DNF ;D. I would really appreciate it if you could make a small video of this new path traced code to see how fast it converges!
Edited by straaljager at
ConsistentCallsign at
http://i225.photobucket.com/albums/dd202/highwingx3/gunther3.png This is Günther (don't touch his tralala) http://i225.photobucket.com/albums/dd202/highwingx3/hans.png and his son Hans. Günther and Hans plan to start a milk factory together, but they don't want to use cattle (because that would be animal abuse). http://i225.photobucket.com/albums/dd202/highwingx3/niggermilkfactory34.png niggermilk factory :3
http://i225.photobucket.com/albums/dd202/highwingx3/amputatedmilknigguh.png Günther thought it would be a good idea to chop off their legs and arms since only their breasts + vital organs are needed in the milk production.
ooololol :P
http://i225.photobucket.com/albums/dd202/highwingx3/milkproduction2.png The niggermilk goes through a time-consuming pasteurization process to ensure that no AIDS is left in the milk :3
:(
All characters in the Voxelstein universe are evil, even the amputated milkniggers, who desperately try to kill player with mind control! :o
In Voxelstein, BJ is faced with a difficult dilemma: He has received orders to rescue the innocent jews, but the innocent jews are greedy gold-grabbing kleptomaniacs lol :P
Will BJ save the jews and lose all his treasury from inventory or will he protect his precious treasury n gold? That's up to the player! :P
It will be just like Left 4 Dead! The jews will run towards player's inventory full of treasury! :o ooolololol jkjkjkjk :P
:-[
http://i225.photobucket.com/albums/dd202/highwingx3/FhrersFrankenstein2.png Führer's Frankenstein. The greedy gold-grabbing backstabbing jews will finally pay their debt to society, by helping Führer on the frontline :P Führer's army of 6 million Frankenstein soldiers is going to pwn teh planet ooololol jkjkjk :P :-[
Edited by ConsistentCallsign at
Beef at
Controversial as always ;) Considering Postal 2, this game could definitely become illegal in several countries! New pathtracer looks amazing, so realistic. However, will path tracing be worth using on any currently modern PC, or will it be too grainy? Will the user have the option to choose between pathtracer, raytracer and raycasting for performance purposes, or is raytracing abandoned altogether?
Nevermind, just read a page back that the pathtracer is an extension to the raytracer.
Oops, and then I read that raytracer is no longer supported.
Could you show some comparison shots between raycasting, raytracing and pathtracing, for the hell of it? :)
Edited by Beef at
ConsistentCallsign at
Beef said at
this game could definitely become illegal in several countries!
We are not going to sell it, so I doubt it.
Could you show some comparison shots between raycasting, raytracing and pathtracing, for the hell of it? :)
You know what they say.. once you go black, you never go back. Well.. once you go pathtracing, you never go raytracing! :P
When this game gets done, nvidia gtx 870 will be taken for granted ;)
Edited by ConsistentCallsign at
hark at
ConsistentCallsign, what's your opinion on graphics cards now that they are more general purpose? From what I have heard, Nvidia's GTX 4xx series supports C++ code natively. So from my understanding, it's like many CPU cores on a card.
straaljager at
Beef said at
Could you show some comparison shots between raycasting, raytracing and pathtracing, for the hell of it? :)
I found a comparison between raycasting, raytracing and pathtracing. It's not Voxelstein 3D, but might give a general idea. It's from "Ray Tracing on Programmable Graphics Hardware" by Purcell. The difference in realism is striking imo. Path tracing on a high end GPU is "almost" realtime at low resolution (about 0.1 to 1 fps). The noise (byproduct of path tracing algorithm) clears faster when the scene receives more direct lighting, such as in outdoor scenes or in well lit indoor scenes. When a room is mostly lit by indirect lighting (e.g. through a small window), it can take much longer to get rid of the noise and achieve an acceptable image. I bet it's going to take another 2-3 years before it gets really usable in a game. But it's very cool that Voxelstein 3D is pioneering path tracing ;D
http://i43.tinypic.com/e1drmq.jpg
Edited by straaljager at
Beef at
ConsistentCallsign said at
We are not going to sell it, so I doubt it.
That's true, on internet anything goes, usually ;D You never know, though straaljager said at
I found a comparison between raycasting, raytracing and pathtracing. It's not Voxelstein 3D, but might give a general idea. It's from "Ray Tracing on Programmable Graphics Hardware" by Purcell. The difference in realism is striking imo. Path tracing on a high end GPU is "almost" realtime at low resolution (about 0.1 to 1 fps). The noise (byproduct of path tracing algorithm) clears faster when the scene receives more direct lighting, such as in outdoor scenes or in well lit indoor scenes. When a room is mostly lit by indirect lighting (e.g. through a small window), it can take much longer to get rid of the noise and achieve an acceptable image. I bet it's going to take another 2-3 years before it gets really usable in a game. But it's very cool that Voxelstein 3D is pioneering path tracing ;D *pic*
Interesting, thanks for the explanation :)
It's amazing how much stuff just two people have gotten done in their free time ;D
Any progress on the actual game? Besides all the 3D art and awesome lighting techniques?
ConsistentCallsign at
hark said at
ConsistentCallsign, what's your opinion on graphics cards now that they are more general purpose? From what I have heard, Nvidia's GTX 4xx series supports C++ code natively. So from my understanding, it's like many CPU cores on a card.
gtx 480 SUCKS >:( the expensive watt-wasting brick blows out almost 100°C and makes more noise than a motherfukca on meth
CPU 'TIL I DIE
Beef said at
Any progress on the actual game?
game? what game? ;D we dont even have player movement! :D
http://i225.photobucket.com/albums/dd202/highwingx3/polycount.png polycount? what polycount? >:3 railroad is gonna go through Mt. Voxelstein: nothing is gonna stop this train on its way to concentration camp lol http://ompf.org/forum/images/smilies/eusa_boohoo.gif
Edited by ConsistentCallsign at
hark at
Heat and noise problems can be addressed within a short time. CPUs will probably never catch up to GPUs in terms of parallel processing.
ConsistentCallsign at
http://i225.photobucket.com/albums/dd202/highwingx3/fs2.png Führer's Schweinhund (eugenically engineered attack dog breed)
Dopefish lives! Face to face its kind of hard to tell if he's a fish ... or a floating orc head with triangular ears. I demand dopefish pics from all angles!
ConsistentCallsign at
http://i225.photobucket.com/albums/dd202/highwingx3/dogsoldier.png soldier and his kamikaze dog :3
Edited by ConsistentCallsign at
LordBringSomeLag at
That sure is a pretty model. :)
XICO2KX at
The new renderings look awesome! ;D Great job! ;) And a little bit off topic, but if you like these kind of voxel-like graphics, you might also like this game too! 8) > http://www.gametrailers.com/game/3d-dot-game-heroes/12022 But although the game looks "voxelized", I seriously doubt it uses real voxels or some sort of "voxel octree" for rendering... ::) The models are probably just made with regular polygon cubes! :P Very familiar looking for Voxelstein3D fans, though! :D
ConsistentCallsign at
OH SNAP :o We've been found out >_< Project name will now be changed to Vectorstein 3D :P
We still use voxel datasets (poly datasets take too much memory and cannot be interacted with). We also use sparse voxel octree shit for rendering (polys are too slow to render)
L_L
http://i225.photobucket.com/albums/dd202/highwingx3/Spionpolizei5.png Halt, Spionpolizei! Spion! :O *blamÆ*blam*blam* Nein so was.. http://i225.photobucket.com/albums/dd202/highwingx3/dead-3.pnghttp://i225.photobucket.com/albums/dd202/highwingx3/mauser3.png
Edited by ConsistentCallsign at
straaljager at
ConsistentCallsign said at
OH SNAP :o We've been found out >_< Project name will now be changed to Vectorstein 3D :P
LOL! damn, that's a good one :D
hark at
I wonder how Intel's Core i7-980X six core monster would run the current version of the engine.
ConsistentCallsign at
Monster? More like a puppy.
You'll need at least 48 cores to play this thing properly 8)
http://i225.photobucket.com/albums/dd202/highwingx3/SSGUM.png *KICKS DOWN DOOR* SCHUTZSTAFFEL! *BLAM**bLAM*æBLAM**'''' MEIN LEBEN!
Wow that Blue Officer looks great. ^^ I especially like the machine gun hand. ^^
hark at
LordBringSomeLag said at
Something like this, maybe?
I had no idea Intel had a working CPU like that. Amazing. Speaking of amazing, the newest screenshots are very amazing. I'm really loving the lighting.
ConsistentCallsign at
http://i225.photobucket.com/albums/dd202/highwingx3/birdmanpoop2.png BIRDMAN :3 BRRRRRRRrrr!§ http://i225.photobucket.com/albums/dd202/highwingx3/KARAMBIT2.pngeagleclaw to FACE! >:3
http://i225.photobucket.com/albums/dd202/highwingx3/hook.png nazi ninja
Edited by ConsistentCallsign at
straaljager at
This animation might be interesting here, because like voxelstein3d, it also makes use of realtime pathtracing: http://www.youtube.com/watch?v=dKZIzcioKYQ. This technology will be part of an open source game engine (called the BRIGADE engine). It can use CPU and GPU simultaneously (See the video description for more info).
ConsistentCallsign at
http://i225.photobucket.com/albums/dd202/highwingx3/guarddd.png http://i225.photobucket.com/albums/dd202/highwingx3/birdmanpoop-1.png http://i225.photobucket.com/albums/dd202/highwingx3/USsoldier613.png US imperialist said
http://i225.photobucket.com/albums/dd202/highwingx3/cookingbythebook3.png it's almost HEADSHOT TIME!§ >:( >:(
http://i225.photobucket.com/albums/dd202/highwingx3/dishboy.png dont look at me like that or you'll get HEADSHOTTED! >:(
A secret is revealed! http://i225.photobucket.com/albums/dd202/highwingx3/TimeMachine4.png You found the time machine! http://i225.photobucket.com/albums/dd202/highwingx3/TimeMachine5.png
*bang*bang* bLam*blam*Æ Aaaaghh!! Mein Gott im Himmel!
http://i225.photobucket.com/albums/dd202/highwingx3/pedopope3.pnghttp://i225.photobucket.com/albums/dd202/highwingx3/PedoPope2.pngHe rapes little boys! :O PedoPope >:(
A secret is revealed! http://i225.photobucket.com/albums/dd202/highwingx3/Casio.png You found the Casio fx-1337G calculator! and yes, it can run Crysis
http://i225.photobucket.com/albums/dd202/highwingx3/churchlol.png building a church to put the pedos in
Edited by ConsistentCallsign at
Dany at
Hey guys, what if you, guys, put up a 3d-cpu emulator. I mean so we'd get some numbers. Especially how much, and how will it render... faster. Also it'd be nice to know what happens if we put Voxlap+Ray/PathTracing on a cloud server. I mean something like VoxOnLive :) Any ideas?
Beef at
Devs: Have you thought about opening up the development procedure, a bit like how Nexuiz was developed before the Xonotic backlash apparently killed it? Since the source code will be released with the finished game anyways, I mean... :) And apegomp has been open to third party content contributions so far, so why not go for the same approach here, and make some kind of svn/git that the community can enjoy and contribute to? Just an idea, I'm not involved in any of these development models personally and I understand if you want to finish the game and clean up the engine code before you make it public...
How are things going in the animation/physics department right now? :) Have you decided on a physics engine? How do you plan to solve the voxel separation problem when a model is stretched, etc? Is there any solution out there already? Also, will SVO work well with animated voxels (I heard it's pretty inflexible in that regard)?
Another thing I thought of, if you get basic voxel animation up to polygon standards... Have you heard of Euphoria, that physics based animation engine used in the new Star Wars, GTAIV etc? This is really overambitious probably, but, if you created an open source version of that for this game, that would be the most awesome thing ever, especially if combined with non-fatal real-time body damage, such as dismemberment! Just imagine the interactivity ;D
http://www.youtube.com/watch?v=Ae3fgj2x1aI
Sumotori Dreams has something similiar, much simpler and more drunken. It has a demo, but is closed source. http://www.youtube.com/watch?v=N4ovsUVaWSs&feature=related
:o The lighting and art in these images look fantastic and show off the path tracing very well. Great! How long did it take to get this quality and on what hardware?
btw, this picture is going around the net lately, it was taken in a real church, maybe it's something you can use in the game:
http://i44.tinypic.com/99ggg8.jpg
Edited by straaljager at
ConsistentCallsign at
Dany said at
so we'd get some numbers
Rendering performance is very bad at the moment (hyper-sensitive to scene complexity). This is of course totally unacceptable and will be fixed (more on this later).
Dany said at
what happens if we put Voxlap+Ray/PathTracing on a cloud server. I mean something like VoxOnLive
Why, then you will have to pay your internet service provider and OnLive service a lot of money for your streamed, pathtraced 1080p frames..
Beef said at
Have you thought about opening up the development procedure
if we open up development now, I will be answering posts like this all day.. and hansk will receive a ton of complaints/suggestions about the unfinished level editor :P I don't think we are there yet..
How are things going in the animation/physics department right now?
hansk talked about converting voxels that needs to be animated into tetrahedrons, then you can easily stretch and bend and twist them.. we also plan to use verlet integration for blazing fast DRAMAphysics :o :P
Also, will SVO work well with animated voxels (I heard it's pretty inflexible in that regard)?
SVO is only good for one thing and that is rendering. SVO will be used in the rendering process only.
straaljager said at
How long did it take to get this quality and on what hardware?
a couple of seconds on my obsolete quad. I think I used 4 bounces.. kitchen takes looonger time to trace due to the high number of sprites being rendered. Rendering performance will be blazing fast and 100% insensitive to scene/object complexity once we start voxelizing the (.kv6) datasets into one HUGE high-res SVO block. Not sure how fast voxelization process will be.. but I'm sure hansk has it all under controll :P
maybe it's something you can use in the game:
Nice. I had completely forgotten about that type of windows.. and I was planning to put normal glass windows in there *facepalm* http://i225.photobucket.com/albums/dd202/highwingx3/mosaic.png?original mosiac glass window sprite from wolf3d :3 http://i225.photobucket.com/albums/dd202/highwingx3/MOSAICjesus3.png There. Nazi-Jesus is standing on a pile of dead jew bodies (Duke Nukem style), pointing and laughing at them. He could easily have turned the luger pistols into fish and flowers.. he could easily have converted cyanide gas into methane gas :P but he's too busy kickin' it in Paradise drinking wine and eating cheese ;)
*editeditedit straaljager said at
btw, this picture is going around the net lately
OH SNAP! :o
Edited by ConsistentCallsign at
Beef at
ConsistentCallsign said at
Beef said at
Have you thought about opening up the development procedure
if we open up development now, I will be answering posts like this all day.. and hansk will receive a ton of complaints/suggestions about the unfinished level editor :P I don't think we are there yet..
Ok, I get it :) ConsistentCallsign said at
How are things going in the animation/physics department right now?
hansk talked about converting voxels that needs to be animated into tetrahedrons, then you can easily stretch and bend and twist them.. we also plan to use verlet integration for blazing fast DRAMAphysics :o :P
Verlet integration sounds really cool from what I can decipher in the wiki page :P I read just now that verlet integration can even simulate air friction, that's pretty cool! So one voxel will = 2 tetrahedrons? Wouldn't those tetrahedrons have to be built from polygons?
ConsistentCallsign said at
Also, will SVO work well with animated voxels (I heard it's pretty inflexible in that regard)?
SVO is only good for one thing and that is rendering. SVO will be used in the rendering process only.
Yes, I know :D I was talking about rendering efficiency on animated objects. I got the impression that SVO is best used for static scenes, very slow for other things?
ConsistentCallsign said at
straaljager said at
How long did it take to get this quality and on what hardware?
a couple of seconds on my obsolete quad. I think I used 4 bounces.. kitchen takes looonger time to trace due to the high number of sprites being rendered. Rendering performance will be blazing fast and 100% insensitive to scene/object complexity once we start voxelizing the (.kv6) datasets into one HUGE high-res SVO block. Not sure how fast voxelization process will be.. but I'm sure hansk has it all under controll :P
So you're going to have something like voxel Megatexture? Nice, you'll beat id Software to it (then again you've beat them to many things) :)
ConsistentCallsign at
Beef said at
So one voxel will = 2 tetrahedrons? Wouldn't those tetrahedrons have to be built from polygons?
no, I think one voxel will be converted to 8 tetrahedrons, and yes, tetrahedrons are made of ugly pedophile, flatchest-loving polys! >:( Luckily, all tetrahedrons will immediately be converted back to voxels after animation step is done :P
SVO is best used for static scenes, very slow for other things?
from what I've read, svo is blazing fast to trace, slow to modify (due to its large file size) and slow to animate / use for dynamic scenes because whole octree must be updated or something..
Nice, you'll beat id Software to it (then again you've beat them to many things) :)
I don't know about that.. But I do know that we will easily beat id Software at giving players the opportunity to shoot huge heavy high-velocity harpoon spears into innocent little children's heads :'( http://i225.photobucket.com/albums/dd202/highwingx3/harpooncannon.png http://i225.photobucket.com/albums/dd202/highwingx3/harpooncannon2.png >:( >:(
Dany at
OK I have a better idea how to make a server: When you'd need to render something, we'd give you our computers! :D No, now really, you can put up a P2P rendering/compiling system. I mean to make a grid-computer from voxel/voxelstein fan's PCs. I think we'll get satisfaction on both sides. You guys get sped-up development, and we get fancy graphics and cool updates ;)
Edited by Dany at
lonwol at
Hey when will a new update be released for the game? I love it.
hark at
Duke Nukem Forever will be released sooner.
ConsistentCallsign at
hark said at
Duke Nukem Forever will be released sooner.
:'(!!
There are still many things that must be done before we can start thinking about a release: ***voxelization step (100% insensitive rendering) ***MLT extension to pathtracer 8) ***pathtraced .imf sounds (hansk is still researching this) ***maps must be merged into one huge streamable world. ***Enemies must be animated *** ?
http://i225.photobucket.com/albums/dd202/highwingx3/raveroom88.png http://i225.photobucket.com/albums/dd202/highwingx3/gramophone.png god damn hos here we go again 8) http://www.youtube.com/watch?v=OBEYxCjy7Vc
http://i225.photobucket.com/albums/dd202/highwingx3/roulettelol.png http://i225.photobucket.com/albums/dd202/highwingx3/storage.png http://i225.photobucket.com/albums/dd202/highwingx3/storage2.png http://i225.photobucket.com/albums/dd202/highwingx3/SCUTTLEFUCK88.png http://i225.photobucket.com/albums/dd202/highwingx3/Perfectfov3.png http://i225.photobucket.com/albums/dd202/highwingx3/CuckooClockPUNCHER.png http://i225.photobucket.com/albums/dd202/highwingx3/pooltable33.png http://i225.photobucket.com/albums/dd202/highwingx3/coketable22.png http://i225.photobucket.com/albums/dd202/highwingx3/jukebox34.png http://i225.photobucket.com/albums/dd202/highwingx3/britishimperialist454.png British imperialist Fish n Chips BITCH!§ >:(
Edited by ConsistentCallsign at
straaljager at
ConsistentCallsign said at
There are still many things that must be done before we can start thinking about a release: ***voxelization step (100% insensitive rendering) ***MLT extension to pathtracer 8) ***pathtraced .imf sounds (hansk is still researching this) ***maps must be merged into one huge streamable world. ***Enemies must be animated *** ?
:o Awesome lighting!!! I love the soft shadows/ambient occlusionn looks very realistic!
btw, it looks like you might have some competition in building the first real-time path traced game. Jacco Bikker is also working on a real-time path tracer to be used in games and has made an interesting video of a real-time pathtraced Escher building (optical illusion): http://www.youtube.com/watch?v=b7W4BQevKiM
Beef at
apegomp/consistentcallsign, I know I look hypocritical for looking past this until now, but isn't this whole jew/"nigger"/child abuse thing going a bit far? I know it's supposed to be satirical, but at some point you should ask yourself what the point is in depicting these atrocious scenes, just for the sake of controversy.
I'm not sure whether you were planning to release the final game with this kind of stuff in, though? I remember hansk objected to at least children being a part of the game, but maybe you guys dropped that policy?
Otherwise, game is looking and sounding awesome as always. It's cool to see MLT being implemented, I saw some tech demos of it now and the performance impact is considerable.
hansk: It's cool that you're researching simulating soundwaves with pathtracing (but can rays be "slowed down" to better simulate the speed of sound?), but I've been doing some other sound related internet research lately, and I found some documentation and videos that demonstrate physics based sound synthesis. It's a pretty awesome idea, instead of recording sound you generate it on the fly. It's still a very unexplored subject, but there are some particularly impressive demos out there, as well as documentation. Here are some links, if you would like:
Playlist of youtube sound simulation vids compiled by me
Article on water sound synthesis Real sound synthesis for Interactive Applications by Perry R. Cook (previews here and here) Open sourced game Penumbra Overture includes physics sound system Phya, super basic sound semi-synthesis library with prerecorded samples, not impressive but better than nothing
What are your thoughts on this? :)
Edited by Beef at
ConsistentCallsign at
Beef said at
isn't this whole jew/"nigger"/child abuse thing going a bit far?
Abuse? ??? I don't see any abuse.
I remember looking up at my amputated milknigger creation, facepalming myself and thinking: "This is insane!". Now I'm indifferent.
It's not that controversial, really.. It's all very boring.. like a cutscene with lots of chatter and talk.. I skip those..
but can rays be "slowed down" to better simulate the speed of sound?
It should be trivial to add automatic time delay to sounds.. just make delay increase linearly with sound distance
isn't this whole jew/"nigger"/child abuse thing going a bit far?
Abuse? ??? I don't see any abuse.
I remember looking up at my amputated milknigger creation, facepalming myself and thinking: "This is insane!". Now I'm indifferent.
It's not that controversial, really.. It's all very boring.. like a cutscene with lots of chatter and talk.. I skip those..
Lol, whatever
ConsistentCallsign said at
but can rays be "slowed down" to better simulate the speed of sound?
It should be trivial to add automatic time delay to sounds.. just make delay increase linearly with sound distance
Yeah, that should fix it... Still not sure about using rays for sound simulation, instead of more physically correct sound waves. Here is an impressive other method (at least I don't think it uses rays), which incidentally uses voxelization of scenes for hit detection (which you won't have to!): http://www.youtube.com/watch?v=FDL39J-i0yQ&feature=PlayList&p=ACCA9F6C426C7E50&playnext_from=PL&playnext=5
Also, is ogg support a possibility? I'm not familiar with imf, but ogg is undoubtedly more popular (I can't even find any .imf sound file info when I google it)...
Edit: One of the more impressive fluid sound synthesizers is open source and available here: http://www.cs.cornell.edu/projects/HarmonicFluids/
Edited by Beef at
danielo515 at
MAN! When a new release of wolxestein will come out??!! I'm waiting for anything, any small and stupid update will make me happy. I really enjoyed this game, and i want moore and moore levels!! PLEASSSSE!
Thank you Can i find you on facebook?
ConsistentCallsign at
danielo515 said at
When a new release of wolxestein will come out??!!
I don't know.. a year or two... maybe even 3... There's also the chance that the project dies and becomes Vapourware lol (over my dead body§!>:@) I know how frustrating it is to follow a project wanting new releases.. You should forget about this thread and come back in a year or two ;)
I think it may have been wrong of me to post all these deliciously pathtraced voxel images.. it only makes the waiting worse... :(
I have a facebook (Lee harvey Oswald lol), but I never use it.
Edited by ConsistentCallsign at
Dany at
Re: Voxelstein 3D (continued)
Dude, I might find up some people to help you out. Not sure if they'll want money, just asking out if it'll speed things up. But I'll really try! I know a lot dead projects, where the developers might be still around, are bored and want to shoot some nazis! :D
Beef at
Some more information has surfaced about Unlimited Detail. Apparently it uses a "search algorithm" for rendering, not any form of ray casting. From what I can gather, it's faster than ray casting or ray tracing, but uses light/shadowmaps for lighting. It looks pretty damn ugly, but fast (the demos are running on single core laptop @~30fps, software only). Haven't seen any realtime lighting in any of the demos. More importantly, the UD team has managed to make an animation system, only one short demonstration available atm though: http://www.youtube.com/watch?v=cF8A4bsfKH8
Maybe you could contact Bruce Dell about how their animation system works, since you're still undecided on your own solution?
straaljager at
A demo (+ source code) is out for the real-time path tracer called Brigade and can be downloaded from http://igad.nhtv.nl/~bikker/. Rendering is greatly accelerated if you have a CUDA card, but it can also work on CPU only if you don't have an nvidia card. If you are using windows XP, delete opengl32.dll from Brigade folder, otherwise the program will give a msvcrt error. Maybe the source code could be useful for Voxelstein3d too.
krovogad at
straaljager said at
A demo (+ source code) is out for the real-time path tracer called Brigade and can be downloaded from http://igad.nhtv.nl/~bikker/. Rendering is greatly accelerated if you have a CUDA card, but it can also work on CPU only if you don't have an nvidia card. If you are using windows XP, delete opengl32.dll from Brigade folder, otherwise the program will give a msvcrt error. Maybe the source code could be useful for Voxelstein3d too.
Hehe, it's rendering time suspiciously equal to POV-ray's ;D
Scott_AW at
I've seen that, I agree with the pov-ray comment. Kind of reminded me of pov-ray in real time.
But then he won't be using voxels anymore. Someone else did something with voxlap called voxelcut found on google code.
We now have player movement. We expected a big performance boost with CUDA. But that didn't happen. Fermi fails. hansk is now optimizing 0 bounce pathtraz0r performance.
http://i225.photobucket.com/albums/dd202/highwingx3/JEWGOLD.png He was given life. He chose death. ooololol jkjkjk :P :-[
hark at
Player movement? Was the whole engine rewritten?
Beef at
Yes
Linux version, FreeBSD version, yes/no?
spilledmind at
this is game gonna be amazing :D
;-; I had to replace my monitor because I fucked the screen after playing voxelstein 3D.
Beef at
spilledmind said at
this is game gonna be amazing :D
;-; I had to replace my monitor because I fucked the screen after playing voxelstein 3D.
wut I digress
Any progress with the engine/game code since player movement was implemented?
Beef at
Come on, need more news! >:(
jk :P (not really, hurry)
ConsistentCallsign at
Beef said at
Come on, need more news! >:(
Progress has been made. http://i225.photobucket.com/albums/dd202/highwingx3/hardcore.png http://i225.photobucket.com/albums/dd202/highwingx3/industrystuff.png http://i225.photobucket.com/albums/dd202/highwingx3/trains.png http://i225.photobucket.com/albums/dd202/highwingx3/diningroom.png http://i225.photobucket.com/albums/dd202/highwingx3/entrance.png http://i225.photobucket.com/albums/dd202/highwingx3/kriegsmuseum.png
Beef at
Wow :o
Is that a projecting light? Impressive ;D
EDIT: Could you try making a fully simulated spotlight? Using a strong light source and a parabolic mirror behind (I just read about parabolic mirrors in physics class :)) ? Gotta make good use of the light simulation ;D Oh and perhaps a potential flashlight could use this method, I believe that's how real flashlights work anyway!
Edited by Beef at
straaljager at
Any progress in the ray tracing engine?
ConsistentCallsign at
straaljager said at
Any progress in the ray tracing engine?
hansk said
we no longer use BIH and use BVH instead. performance in worst cases has improved by factor of.. 10? railraod spam was 5 fps vs 50fps
Dany at
Be honest with us, how many hours do you spend programming the game a day? 25? 34?
straaljager at
ConsistentCallsign said at
straaljager said at
Any progress in the ray tracing engine?
hansk said
we no longer use BIH and use BVH instead. performance in worst cases has improved by factor of.. 10? railraod spam was 5 fps vs 50fps
Thanks for the update. Would love to see some video of that speed-up.
Sanketh at
I'd love to see new screenshots :) Is there any progress?
http://i225.photobucket.com/albums/dd202/highwingx3/bunkerss.png still needs a couple of powerful turrets, then Castle Voxelstein will be protected from the fish n chips army.
http://i225.photobucket.com/albums/dd202/highwingx3/casinobar.png casino bar
Edited by ConsistentCallsign at
hark at
Nice! Lighting seems less rough than before. The world needs to see the beauty of voxels. All they need is a killer app and I'm sure they'll all be rushing to get in on the volumetric action.
ConsistentCallsign at
hark said at
The world needs to see the beauty of voxels.
world also needs to see the beauty of our new nazi nigger enemy (banana trained infantry/deathsquad unit)
nazi niggers are surprisingly easy to train: because they are so emaciated, they'll do anything for a banana. They'll slay a whole village just to get their banana.
so player drives around in voxelstein world with his GOTCHA vehicle snatched from concentration camp, right?.. then suddenly player encounters an angry mob of machete-wielding nazi niggers! :O FUK!11 http://i225.photobucket.com/albums/dd202/highwingx3/naziniggers.png
The angry mob has ghettoblasters and shit.. to boost up the morale http://i225.photobucket.com/albums/dd202/highwingx3/niggertape.pnghttp://i225.photobucket.com/albums/dd202/highwingx3/magetictape.png http://i225.photobucket.com/albums/dd202/highwingx3/banana1.pnghttp://i225.photobucket.com/albums/dd202/highwingx3/banana2.png
again i must stress that im not a racist :( in fact, I'm what you can call a "niggerlover" :-*
Edited by ConsistentCallsign at
hark at
*Yawn* Shock value isn't a good substitute for creativity. In fact, it only makes you look like you're desperate for attention.
ConsistentCallsign at
hark said at
Shock value isn't a good substitute for creativity.
The only unique and original characters I am able to create are the offensive characters not used by mainstream. It's not my fault that I'm a bad artist :'( http://i225.photobucket.com/albums/dd202/highwingx3/nigramelon.png
We have to include these new enemies because they are an important part of the game's story ;(
Story: To prevent a total axis defeat in North Africa, Germany sent reinforcements (Operation Sunflower), but they needed more reinforcements than they could deliver, so teh nazis started recruiting and training North Africans in Operation Niggerflower to aid them in the war against british and us imperialists L_L http://i225.photobucket.com/albums/dd202/highwingx3/HUSTLERmagazine.pngjuice bitch 8)
Edited by ConsistentCallsign at
hark at
I have a few questions on the rendering engine:
1) Is lighting real-time or does it need to be pre-baked in order to get playable performance?
2) How is performance and what sort of hardware do you use to run it?
3) Are reflections in? How about transparencies and refractions?
4) Is this using CUDA, OpenCL, and/or DirectCompute?
ConsistentCallsign at
1) lighting is realtiem
2) performance is sensitive to the number of objects being rendered. Our biggest problem now is the sprite spam. performance problem will be solved in the future. Unnecessary sprite spam will be voxelized (brick wall in raveroom consists of hundreds of copypasta sprites :P). hansk is going to implement a faster rendering format and hardware will continue to improve.
3) not yet
4) CUDA
http://i225.photobucket.com/albums/dd202/highwingx3/recruitmentflag-1.png Operation Niggerflower recruitment flag (join the resistance, fight for freedom and bananas) Nazi Niggers will fight for food! Heil Hitler!
http://i225.photobucket.com/albums/dd202/highwingx3/operationniggerflower23.png Operation Niggerflower was a success. Rommel now has an army of North African Nazi Niggers to fight off the British bastards.
http://i225.photobucket.com/albums/dd202/highwingx3/nazinoddler.png nazi noddler, after robbing a liquor store :(
http://i225.photobucket.com/albums/dd202/highwingx3/crack.png crack http://i225.photobucket.com/albums/dd202/highwingx3/bonglul.png :@!!11 http://i225.photobucket.com/albums/dd202/highwingx3/cumdumpster.png dead nigger storage
http://i225.photobucket.com/albums/dd202/highwingx3/finsoldd.png World premiere. edit edit omfg typo luyl
fetus pwnage http://i225.photobucket.com/albums/dd202/highwingx3/THEABORTIONIST2.png the sequel
performance is too slow (sprite spam need to be voxelized, faster rendering format (HLBVH) needs to be implemented) animation system is not finished level design is shaping up nicely http://i225.photobucket.com/albums/dd202/highwingx3/spritespamlulz.png
http://i225.photobucket.com/albums/dd202/highwingx3/militaryairbase.png Military airbase work in progress ¨ now the six transportation containers are full of jews, but this is too repetitive boring and monotonous so i plan to add more variety and shit to explore: http://i225.photobucket.com/albums/dd202/highwingx3/deportation.png the freaks are the people with Down's syndrome, dwarfs etc :'(
on second thought.. ill place the other persecuted groups inside concentration camp instead.
Edited by ConsistentCallsign at
hark at
When you say "sprite spam" are you referring to voxel objects that are separate from the map? When casting rays, do you do a separate set for rendering the map and rendering sprites?
ConsistentCallsign at
sprite spam = level editor objects (voxel .rvo objects) rendering is what I like to call "sprite cloud rendering". it's just like point cloud rendering, except that the cloud consists of sprites instead of points. The cloud of sprite spam soup could be voxelized, but then detail is lost, so we just use optimized 0 bounce pathtracing, HLBVH + streaming + low raytrace res instead
one very nice engine feature is that only visible sprites are rendered meaning that sprite spam inside a crate or behind a wall will not affect performance first release (v.101) did not have this feature (invisible sprite spam inside enemies (eyes/brain/skull etc) still was being rendered resulting in performance hit)
This game will not be rated AO. It will be rated E for Everyone http://www.esrb.org/images/ratingsymbol_e.gif
http://i225.photobucket.com/albums/dd202/highwingx3/bjfish.png Die evil nazis, eat lead at 50 bullets per second! >:3 *BLAM* *BLAM*BLAM* oops collateral damage :P it was not intentional, it was an accident :(
http://i225.photobucket.com/albums/dd202/highwingx3/bjsneak2.png BJ sneaks up on two unsuspecting jews: BJ loves treasury. BJ wants treasury. Jews no want to share treasury! >:@ BJ knows that the only way these two jews are going to give up their precious jewgold, is over their dead emaciated bodies.
BJ is evil, just like the awesome nazis. Why? Because he's a ginger. He has no soul: ED Dramatica said
Red-haired people are the result of the influence of the Devil at the time of their conception. That's why they have red hair = the color of Hell and Satan.
;(
http://i225.photobucket.com/albums/dd202/highwingx3/KriegtekEmployee.png Kriegtek employee arriving at Castle Voxelstein to eat dinner with high-ranking nazi officials while discussing latest development news on pathtraz0r cannon :P
Edited by ConsistentCallsign at
Sanketh at
Very impressive, beautiful graphics! :) Voxels are great.
How big the world will be in Voxelstein 3d? I remember some ''old'' locations (e.g., concentration camp, Hitler's moonbase and nazi laboratories) but I think that there must have been some progress and I'm just curious about it. What have you added to the game world?
ConsistentCallsign at
I don't know, man.. I don't even want to think about it :P Right now I'm focusing on finishing the castle-
There is a lot of stuff to do. And we could use some help. But slab6 is too hard to learn, use and lacks important features.
hansk is therefore working on new modeling program, slab7: http://i225.photobucket.com/albums/dd202/highwingx3/mockup3.png dont think the color picker tool and magnifying glass is necessary, it just clutters up the screen and makes it look like a cockpit in a blender.
Me: HAL 9000! >:( HAL 9000: the *bzz* do you want? Me: smoothen out shape of my clay car and improve symmetry. HAL 9000: yessir *Bzz* Brrp http://i225.photobucket.com/albums/dd202/highwingx3/castleentrance22.png
http://i225.photobucket.com/albums/dd202/highwingx3/KKKino.png Cinema work in progress. Hitler-Jugend kids + a couple of concentration camp children will be busy eating popcorn and watching movies.
http://i225.photobucket.com/albums/dd202/highwingx3/ghettopoop.png ghetto work in progress. Mission objective: assist local police in subduing the race riot (use lethal force if necessary). Reward: treasury (Good citizen medal) + box of donuts. http://i225.photobucket.com/albums/dd202/highwingx3/Goodcitizenmedal.png http://i225.photobucket.com/albums/dd202/highwingx3/nigra2.png nigras have taken over the streets! :o Police man (RADIO): Taking fire, need assistance!
http://i225.photobucket.com/albums/dd202/highwingx3/cyanidegasclouds88.png cyanide gas clouds: you dont want to fly into those :(
http://i225.photobucket.com/albums/dd202/highwingx3/Bundygoodgame.png http://i225.photobucket.com/albums/dd202/highwingx3/bundydrivinghome.png Bundy on his way home after having gambled up all his money. we havent transparency yet because hansk doesnt like fake transparency hax, he wants real caustics instead-
Pressing TAB button in-game displays the list of objectives:
MISSION OBJECTIVES:
IMPERATIVE: Rescue persecuted troll family. Locate and Liquidate Nazi Nukem.
Optional: Assist local police in subduing the race riot (use lethal force if necessary). Find out the secret to why the milk from Nazi-Germany tastes so much better than the shitty sour stinking American milk. Steal copyrighted chaingun blueprints. Sabotage chaingun factory. Rescue civilians Kill Hitler
Pressing M key will show the map of the voxelstein world in the form of old black-and-white aerial reconnaissance photographs with red pen markings of different locations.. and there should be a compass.. yeah...
Edited by ConsistentCallsign at
Mush at
This is looking so good ;D
I might just be reading things wrong, but is this turning into an open-world game? Also, will that anti-aliasing on the pictures be in-game, or is that just from the renders? Thanks.
ConsistentCallsign at
yes,,, it will be an open world. Player can either follow the amazing innovative and immersive game story mission objectives or just stomp to death concentration camp children with pogo stick that player won in Auschwitz Amusement Park ;(
i probably should add rescuing civilians as an optional mission objective. Shouldn't be hard to implement. Just press use key on them like in CS and they'll follow you to some van/beacon/aircraft whatever and player will get cash or jewgold or nothing. Yes. And player can use those civilians as human shields.
persecuted troll family was kicked out and permabanned/deported by the evil facist grammar nazis at AGS forum :'(
Anti-aliasing is rendered in real-time on a state-of-the-art quantum computer :P AA is possible, but requires lots of samples = FPS murder. hansk said
maybe we will have 2-4 samples with high quality lanczos filtering
engine is shaping up nicely.. now we just need to replace all the niggers n nazis with monocles and hats, and we're gonna make a fortune that we can waste on hookers and blow.
"You make the content - I make the money." -minecraft man (moar liek moneycraft lulz)
"We're gonna make lots of money!" -Super Money Boy marketing department
Edited by ConsistentCallsign at
XICO2KX at
A little bit off-topic, but check out the trailer of this cool new indie voxel game named Voxatron! ;D
ConsistentCallsign at
looks like a waste of money to me.
hark at
At least he's coming out with SOMETHING. On top of that, the game looks pleasing instead of your lame gross imagery. I love hansk's work, but I hate that it's going to waste on such unappealing content.
ConsistentCallsign at
troll humor is an aquired taste ;(
for example, the photo of dead tubgirl image, some people find that offensive, but most trolls find it hilarious (extreme pwnage), beautiful (her azn skin is so soft, smooth and young, she is very hawt considering the state that she's in.. disregard that, she's fat and disgusting) and artistic. There are so many weird details in that photo, you can stare at it for hours @_@ and let your imagination go wild and be like "What is that thing? Is that mustard? And why does the skin on her legs look like rubber? And why isn't there a thigh bone in her leg? Did it accidentally slipped out when they tried to remove her from the tub?"...
Ah, now these are some good pictures. Shows off the lighting and the content is not utterly disgusting (relatively speaking, of course). So that last image was taken in the middle of the path tracing algorithm? I suppose the framerate is less than 1FPS. Is there a quicker drawing mode that would allow for playable framerates?
0_0 ... I don't know what to say... every other game ever made appears crappy to me now...
Dany at
What pc are you rendering at right now?
You know because I've heard that the new sandy bridge CPUs have gotten a huge vector-performance boost and immediately remembered you :D And since I am going to get one some time soon I would like to ask you if you think it'd speed up rendering much.
hark at
Dany said at
What pc are you rendering at right now?
You know because I've heard that the new sandy bridge CPUs have gotten a huge vector-performance boost and immediately remembered you :D And since I am going to get one some time soon I would like to ask you if you think it'd speed up rendering much.
He's using the GPU to render those scenes. CPUs just can't compete with the sheer number of cores that GPUs have. After all, the CPU has a small socket to fit into while graphics cards are getting larger and larger.
Dany at
I knew that they've added CUDA acceleration but from when it doesn't utilize CPU?