Doom Voxel Project

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RaVeN-05
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Doom Voxel Project

Post by RaVeN-05 »

I am interested in this project, but i even dont know how its work =0
So what you thin about this?
ZDoom support it? or maybe even have plans to add this to ZDoom?
http://www.teamhellspawn.com/voxels.htm
http://www.hexenmod.com/forum/viewtopic.php?f=2&t=322
http://www.advsys.net/ken/download.htm#slab6
CaptainToenail
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Re: Doom Voxel Project

Post by CaptainToenail »

I made a 3D item in the past by spawning small square pixel actors every tic using A_SpawnItemEx. It's a nightmare to setup though! :?
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ZDG
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Re: Doom Voxel Project

Post by ZDG »

Looks good! i've got myself SLAB6, i'll try to do the chaingun or the BFG.
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Re: Doom Voxel Project

Post by Gez »

RaVeN-05 wrote:ZDoom support it? or maybe even have plans to add this to ZDoom?
No and no, as far as I know.
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Caligari87
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Re: Doom Voxel Project

Post by Caligari87 »

You know, if there was some way to bind objects to move in tandem with a parent object (minus tons of DECORATE/ACS), then just make tiny square sprites flagged with NOINTERACTION....

8-)
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Captain Awesome
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Re: Doom Voxel Project

Post by Captain Awesome »

Voxels are the epitome of 8-bit beauty.
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scalliano
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Re: Doom Voxel Project

Post by scalliano »

That plasma gun looks ace. As far as 3d models go, this is probably as accurate to the originals as we're going to get.
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NeuralStunner
 
 
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Re: Doom Voxel Project

Post by NeuralStunner »

scalliano wrote:That plasma gun looks ace. As far as 3d models go, this is probably as accurate to the originals as we're going to get.
I agree. You even sorta get the vanilla blockiness, if you're that obsessive about it. :P
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phi108
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Re: Doom Voxel Project

Post by phi108 »

Caligari_87 wrote:You know, if there was some way to bind objects to move in tandem with a parent object (minus tons of DECORATE/ACS), then just make tiny square sprites flagged with NOINTERACTION....

8-)
I've wanted to try something like that for blood splats on the floor, and other static decorations or stuff.
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Enjay
 
 
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Re: Doom Voxel Project

Post by Enjay »

Captain Awesome wrote:Voxels are the epitome of 8-bit beauty.
Hmmm... I dunno. Anything with a curved surface looks pretty bad to me - eg the red skull or the soul sphere. Too much like they are made with lego.
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NeuralStunner
 
 
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Re: Doom Voxel Project

Post by NeuralStunner »

Enjay wrote:Hmmm... I dunno. Anything with a curved surface looks pretty bad to me - eg the red skull or the soul sphere. Too much like they are made with lego.
Use filters, dude*. :P

* Opinion expressed is not neccessarily the view of the poster, and should not in any way be construed as sound advice.
Use as directed. Void where prohibited. Don't try this at home.
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wildweasel
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Re: Doom Voxel Project

Post by wildweasel »

Voxels don't have filtering, do they?
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NeuralStunner
 
 
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Re: Doom Voxel Project

Post by NeuralStunner »

Everything has filtering in the hardware renderer. :P
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RaVeN-05
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Re: Doom Voxel Project

Post by RaVeN-05 »

I think this is possible to organize even OpenGL filtering
they have interpolation reat in wiki http://en.wikipedia.org/wiki/Voxel
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Caligari87
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Re: Doom Voxel Project

Post by Caligari87 »

Here's a question: How should voxels be rendered? As individual little 3D cubes (in which case tiny 3D models may be used anyway) or as points of interpolation to display a sprite-like image on the screen? The first way, a cacodemon would look like Legos, as Enjay said, which IMO is not an optimal solution. However, if the voxel model was simply used as a reference for the raytracer to draw a pixel on the screen, it would look like the regular sprite, just with infinite rotations, and could be filtered.

Would this be simpler to implement in the (G)ZDoom engine?

8-)
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