Voxels for hud - is it possible?

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Re: Voxels for hud - is it possible?

by TheMisterCat » Sat Mar 15, 2014 6:54 pm

admittedly a minecraft mod would have a billion times more blocks, which would kill the engine, yes. wormsdoom has a hard cap on how much land it will spawn (and only in two dimensions)

Re: Voxels for hud - is it possible?

by Nash » Sat Mar 15, 2014 5:50 pm

:O

Re: Voxels for hud - is it possible?

by TheMisterCat » Sat Mar 15, 2014 5:55 am

Gez wrote:Engine really, really, really not designed for it.
Image

Re: Voxels for hud - is it possible?

by The Zombie Killer » Fri Mar 14, 2014 11:46 pm

I think I'd rather just do visibility and distance checks, I'd have to be insane to try that method first :p

Also, released

Re: Voxels for hud - is it possible?

by Nash » Fri Mar 14, 2014 11:41 pm

I kind of have an idea. But it's a good way to kill yourself by the time you're done coding this. ;)

Store world in a huge array. All player movement is handled virtually. So input keys will actually feed data that will update player positions in data world (or fake world if you will). All player movement and collision simulation is ran virtually. Nothing is actually happening in Doom's physical world.

Then using that data, you have routines to "draw" the world, objects and players (moving and spawning block actors) at a designated and fixed spot in the map. You're going to predefine the "draw distance" so to speak by setting the physical map area to whatever you want (1024^3 for example) so the rendering and actor processing overhead for the voxels will always remain constant, eventhough the world could be (almost) infinitely big.

Very impractical and crazy but if you have nothing better to do with your life...

Re: Voxels for hud - is it possible?

by The Zombie Killer » Fri Mar 14, 2014 10:51 pm

Which is why much of that old mod I made didn't really get finished. I ended up making maps and then making players build in them.
I'm currently reworking it, and I might actually have a release soon, regardless of these issues.
The grass block voxels look weird because they were just quickly converted from the Minecraft texture.
Image

Re: Voxels for hud - is it possible?

by NeuralStunner » Fri Mar 14, 2014 6:00 pm

You will simply not be able to get appreciable performance out of the huge number of actors needed. Rendering isn't the issue, it's game logic itself. (Collision &c.) I ran into that snag myself while trying to work out a full-destructibility system.

Re: Voxels for hud - is it possible?

by The Zombie Killer » Fri Mar 14, 2014 5:14 pm

It's possible, and I tried to make something like it before, I had working block breaking, and a map etc, but it was pretty buggy since like Gez said, the engine isn't designed for it.

Re: Voxels for hud - is it possible?

by Lisac_the_fox » Fri Mar 14, 2014 2:06 pm

I think it would be good, I will make a thread.

Re: Voxels for hud - is it possible?

by Gez » Fri Mar 14, 2014 6:25 am

Engine really, really, really not designed for it.

Re: Voxels for hud - is it possible?

by Lisac_the_fox » Fri Mar 14, 2014 6:17 am

Why not make a minedoom? Place voxel boxes and get them. It will be fun!

Re: Voxels for hud - is it possible?

by StrikerMan780 » Fri Dec 13, 2013 11:40 am

It would look really nice if one incorporated weapon drift. Ie. Weapon drifts slightly behind your own movements, ala. Most modern shooters, or even MineCraft.

Re: Voxels for hud - is it possible?

by Lisac_the_fox » Wed Dec 11, 2013 5:48 am

OK, voxels are very fun.

Re: Voxels for hud - is it possible?

by Snarboo » Wed Oct 23, 2013 5:15 pm

For that rustic feeling? :p

Re: Voxels for hud - is it possible?

by Lisac_the_fox » Wed Oct 23, 2013 4:39 pm

Why to use voxels when you can use hi-res sprites or even models?

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