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Author Topic: Voxelstein 3D (continued)  (Read 4311 times)
Beef
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« Reply #150 on: May 28, 2010, 07:45:32 AM »

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? Smiley
« Last Edit: May 28, 2010, 07:51:49 AM by Beef » Logged
ConsistentCallsign
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« Reply #151 on: May 28, 2010, 09:15:50 PM »

isn't this whole jew/"nigger"/child abuse thing going a bit far?
Abuse? Huh 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..

Quote
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


Führer approves Cool
Heil Hitler! Tongue
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1488 ╬卐†§• • •«««***{ Volumetric Power }***»»»• • •§†卐╬ 1488
¡Viva Voxel! D:
Beef
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« Reply #152 on: May 28, 2010, 11:35:29 PM »

isn't this whole jew/"nigger"/child abuse thing going a bit far?
Abuse? Huh 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

Quote
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/
« Last Edit: May 30, 2010, 08:41:14 PM by Beef » Logged
danielo515
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« Reply #153 on: June 02, 2010, 10:18:55 PM »

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?
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ConsistentCallsign
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« Reply #154 on: June 04, 2010, 05:59:41 AM »

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 Wink

I think it may have been wrong of me to post all these deliciously pathtraced voxel images.. it only makes the waiting worse... Sad

I have a facebook (Lee harvey Oswald lol), but I never use it.
« Last Edit: June 04, 2010, 09:55:13 AM by ConsistentCallsign » Logged

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Dany
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« Reply #155 on: June 05, 2010, 06:50:58 AM »

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! Cheesy
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YEEEHAW! Celebrating 2 years on the forums! ^^
Beef
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« Reply #156 on: June 12, 2010, 06:06:39 AM »

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?
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straaljager
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« Reply #157 on: June 28, 2010, 10:21:35 PM »

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.
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krovogad
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« Reply #158 on: June 29, 2010, 05:35:18 AM »

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  Grin
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Scott_AW
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« Reply #159 on: June 29, 2010, 08:52:30 AM »

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.
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Beef
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« Reply #160 on: July 12, 2010, 10:23:48 PM »

Need moar screenshots! Shocked (and a vid)
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ConsistentCallsign
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« Reply #161 on: July 15, 2010, 08:13:27 AM »




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.


He was given life. He chose death.
ooololol jkjkjk Tongue Embarrassed
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hark
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« Reply #162 on: July 21, 2010, 01:22:09 PM »

Player movement? Was the whole engine rewritten?
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Beef
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« Reply #163 on: July 24, 2010, 11:56:08 PM »

Yes

Linux version, FreeBSD version, yes/no?
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spilledmind
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« Reply #164 on: July 27, 2010, 02:52:14 PM »

this is game gonna be amazing Cheesy

;-; I had to replace my monitor because I fucked the screen after playing voxelstein 3D.
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