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Author Topic: Voxelstein 3D (continued)  (Read 4313 times)
Beef
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« Reply #15 on: October 12, 2009, 10:42:10 PM »

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?
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« Reply #16 on: October 13, 2009, 11:15:47 AM »

pass the interrogation room where you find your dead colleague
Great idea, Beef! Shocked


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.
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Beef
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« Reply #17 on: October 13, 2009, 10:50:11 PM »

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". Smiley

By the way apegomp, have you played RTCW yourself?
« Last Edit: October 13, 2009, 10:57:28 PM by Beef » Logged
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« Reply #18 on: October 14, 2009, 09:48:26 AM »

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! Sad" 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! Tongue

« Last Edit: October 14, 2009, 12:02:11 PM by ConsistentCallsign » Logged

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« Reply #19 on: October 16, 2009, 05:04:05 PM »

 Sad 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 Smiley
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« Reply #20 on: October 18, 2009, 07:31:24 AM »

Are you going to have thompson guns? Tommygun ftw!
I hate that gun!§ :@ That big blocky piece of obsolete wooden brick! Angry 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
Code:
:'(!!
This has become a freeware murder simulator for the elite (1337) Tongue I want Virtual Holocaust in India and China too, not just Europe! Tongue

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 Sad and splatting is not very parallelizable (still fast, though) Physics will be parallelizable and shadow maps are parallelisaisatizable L_L
« Last Edit: October 19, 2009, 12:12:04 AM by ConsistentCallsign » Logged

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« Reply #21 on: October 19, 2009, 03:39:39 AM »

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?
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« Reply #22 on: October 19, 2009, 10:08:27 AM »

Are you sure about this?

Of course not Tongue


Mmmm.. raytraced grass<3
raytracing ftw! Shocked

« Last Edit: October 22, 2009, 09:42:35 AM by ConsistentCallsign » Logged

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« Reply #23 on: October 19, 2009, 10:02:53 PM »

Lol Cheesy I'm fine with splatting, if raytracing just doesn't work out in the end Smiley As long as it looks good it will still be a benchmark showing the industry voxels can>polygons Grin
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« Reply #24 on: October 20, 2009, 06:43:15 PM »

This has become a freeware murder simulator for the elite (1337) Tongue I want Virtual Holocaust in India and China too, not just Europe! Tongue
Just out of curiosity please clarify this statement. thx. ^_^
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« Reply #25 on: October 21, 2009, 12:54:57 AM »

Just out of curiosity please clarify this statement. thx. ^_^
You'll need 200 CPUs to get smooth raytracing performance in 320x200 Sad
(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).
« Last Edit: October 21, 2009, 10:26:41 AM by ConsistentCallsign » Logged

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« Reply #26 on: October 22, 2009, 01:42:43 AM »

Just out of curiosity please clarify this statement. thx. ^_^
You'll need 200 CPUs to get smooth raytracing performance in 320x200 Sad
(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. ^^
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« Reply #27 on: October 24, 2009, 04:15:18 AM »

Just out of curiosity please clarify this statement. thx. ^_^
You'll need 200 CPUs to get smooth raytracing performance in 320x200 Sad
(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....
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« Reply #28 on: October 24, 2009, 05:02:16 AM »

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! Tongue

Quote
I'd like to try it with the higher res models and whatnot
¿Qué? maximum sprite size is still limited to 256^3 @_@

or use the 1.01 engine thats all "super fast?"
ultra-fast (Ken-fast) v.101
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« Reply #29 on: October 25, 2009, 03:58:00 AM »

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 Cheesy ), 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 Smiley
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