I was wondering if anyone had ideas on how to detect floating objects (in the voxlap cave demo). For example I can shoot the base of a mountain of dirt such that the entire mountain is standing on a tiny bit of dirt on one of the sides. The entire mountain explodes into nothing when I hit that tiny bit of dirt that detaches it from the world.
The reason I ask is I am interested in creating a game using voxels stored in an octree structure. If anyone has any good ideas on manipulating dynamic voxels in an octree structure, I would like to read about them too.
One of my ideas that I would like to try is have two octrees, one for dynamic objects, and one for the static world. The dynamic objects octree is not a voxel octree but more like an entitiy/bounding box tree. If a dynamic object's has bounced it's maximum time, or slowed down to a halt, etc... then it would be added to the static world.
Thanks for your comments/help
- LK
Awesoken at
The float detection code in Voxlap works very much like a 2D floodfill. If any pixel in the floodfill region touches the ground, then the object (from where the search began) is not floating and I exit immediately.
I'm disappointed to see yet another person who wants to write a voxel game, but not use Voxlap. Of course it's your choice, but what's wrong with my library? I suppose you'll learn more by writing it from scratch. I just hope you learn more than the fact that engine writing is hard : /
lunarknight at
Awesoken said
The float detection code in Voxlap works very much like a 2D floodfill. If any pixel in the floodfill region touches the ground, then the object (from where the search began) is not floating and I exit immediately.
I'm disappointed to see yet another person who wants to write a voxel game, but not use Voxlap. Of course it's your choice, but what's wrong with my library? I suppose you'll learn more by writing it from scratch. I just hope you learn more than the fact that engine writing is hard : /
I thought about your reply on the way home after work. I think that you could make your engine more popular by creating a better website (maybe even registering voxlap.com). Some very important sections of the website should be features (list of what the engine can do.. what makes it special), screenshots (it's easy to judge an engine by the screenshots), and documentation (if it was in a website form with links it is easier to browse than a text file). A oftenly updated list of changes also makes it look like the engine is being worked on and not something a year old and untouched.
Cross platform support is something I need in my game.
Yes, I will learn a lot from writing an engine from scratch. I have a few ideas that I would like to try. And I also have a vision :)
Awesoken at
Your suggestions on cosmetic changes to the website have merit, but that doesn't explain why people who have played the demo would discard the library.
A oftenly updated list of changes also makes it look like the engine is being worked on and not something a year old and untouched.
I would do that if I was still working on Voxlap. Sadly, I haven't touched the code in years because I don't know of anybody who is currently using it. It's like a catch-22 situation. If I knew somebody was using Voxlap, I could definitely see myself re-visiting the codebase and supporting them.
Cross platform support is something I need in my game.
Yes, that is a valid reason to not use Voxlap. A Linux port is quite doable because it uses the same CPU. A Mac port would be hell since I would have to rewrite a ton of complex assembler code... and don't even ask about porting to consoles or mobile devices - because most of them are too slow and/or don't have enough memory.
Anonymous at
maybe you should submit your engine to devmaster.net or something. Maybe it could gather some interest there.
Saucjedi at
I think that the main problem lies in the lack of ideas. I have been thinking about a couple game ideas doable on voxels... it is not enough making any game with voxels but extract some unique features by doing so. For example, a shooter where you destroy parts of the world or enemies that can explode...
Right now I can't made that kind of decisions because I don't know what a voxel engine excels in, not to mention voxlap in particular. I have been doing tech tests (and man, the docs are a litttle obscure sometimes, which is logical if few people has made any work with the lib).
But man, the engine is awesome and as a side note... I suggest porting to mobile phones. Yes, I suggest that. Some high end devices can be programmed with C++/ARM assembler and have quite a good load of horsepower. A software engine like this would make impressive games until 3d accelerators hit the mass market... and heck! It would be a great project ;)
Just a thought... I have been using these devices at work (I work in a little game developing studio)...
Anyway, in my opinion, there is NOTHING wrong with Voxlap. If I only had enough time to perform all the tests I want... and man! some assets! :?
_ikkejw at
Awesoken said
I would do that if I was still working on Voxlap. Sadly, I haven't touched the code in years because I don't know of anybody who is currently using it. It's like a catch-22 situation. If I knew somebody was using Voxlap, I could definitely see myself re-visiting the codebase and supporting them.
I'm using it. Is that enough for you to start Voxlapping again?
Awesoken at
That depends. If you're just fooling around on your own and not doing anything serious with it, then no. If you do get somewhere, and can show me an interesting demo, then I would definitely consider "Voxlapping" again.
Frobozz at
There is one thing the library could come with that'd be useful. A series of tutorials or maybe just one that shows how to construct a working game. :wink:
Anonymous at
Awesoken said
I'm disappointed to see yet another person who wants to write a voxel game, but not use Voxlap. Of course it's your choice, but what's wrong with my library?
Nothing. It's just a great inspiration for others to think out something themselves and make something of their own! This makes the world a better place. : )