Voxels.
category: general [glöplog]
Have you seen that?
This looks to me simply amazing. From demos, I mostly knew the other "voxels", in landscape or twisters and other stuff, but these were not real voxels. Here, the quality and quantity of little 3d boxes is amazing. I haven't seen such a thing before in my life. And the world is fully destractable! You can destroy rock and dig caves into caves!!! Looks so fuckin detailed and good. And it goes fairly fast here..
This is way more impressive than any scene demo I have seen. I want to see more voxels in demo and real detailed voxels. This is like the technical demo of 2008!
Nice to see that this kid is still alive, doing some stuff for fun. I found out that the very first version of the Build engine (or the editor of it I think..) was coded in quickbasic. Also, in the utils page, he has a util to avoid some annoying bug in WindowsXP for "serious Quickbasic coders" as exactly he says! Take that!!! :P
This looks to me simply amazing. From demos, I mostly knew the other "voxels", in landscape or twisters and other stuff, but these were not real voxels. Here, the quality and quantity of little 3d boxes is amazing. I haven't seen such a thing before in my life. And the world is fully destractable! You can destroy rock and dig caves into caves!!! Looks so fuckin detailed and good. And it goes fairly fast here..
This is way more impressive than any scene demo I have seen. I want to see more voxels in demo and real detailed voxels. This is like the technical demo of 2008!
Nice to see that this kid is still alive, doing some stuff for fun. I found out that the very first version of the Build engine (or the editor of it I think..) was coded in quickbasic. Also, in the utils page, he has a util to avoid some annoying bug in WindowsXP for "serious Quickbasic coders" as exactly he says! Take that!!! :P
That should be http://advsys.net/ken/voxlap/voxlap03.htm URL.
oh, please shut the fuck up.
I've tryed cavedemo, amazing =)
yes, you can destroy the world, how nice :))
I recently had a CT scan of my legs. The images were voxel data. Pretty cool, but it took a bit of time to redraw the screen after rotating the viewing angle.
thom: i can imagine you ranting about the framerate to the doctor and complaining that there's no windowed mode or a resolution selector :DD
optimus: please shut up and stop posting. for ever.
thom: You should ask for the data file!
Gargaj: It was in windowed mode.
ekoli: First thing I asked, but the doctor was unable to do so because the images are "property of the Capital Health Region." Otherwise he would've given 'em to me!
ekoli: First thing I asked, but the doctor was unable to do so because the images are "property of the Capital Health Region." Otherwise he would've given 'em to me!
Oh, and DXM voxels beat your voxels - http://www.pouet.net/prod.php?which=10550 (100% voxels)
Yes, the cave demo is really nice. But take a look at this engine, even though most people already know it:
@mjz .. Do you have a link to the site you found this?
ah.. forget it :) its in the image address of course
doh.. I thought this was voxels too :) bloody good looking, and "thats what counts in the end" as most people would say. . The cavedemo remains an unsolved mystery in terms of scene complexity vs speed though. I bet some medical imaging people would like that algorithm so they wouldnt have to spend billions on supercomputers.. or something :)
ewww, swedish notepad :S
it looks very realistic.
Ken Silverman really know what he is doing. He already had incredbily fast voxel objects in the build engine (Blood for example). His build engine really smoked carmacks doom engine back then..
I wonder why he did not stay in the business..
I wonder why he did not stay in the business..
They didn't have that marketing ID had.
Moreover, Doom and Quake had the best multiplayer option at the time, which proved crucial, as opposed to Duke Nukem 3D, Shadow Warrior or Blood...
(I know, those had fun multiplayer as well, but face it, everybody was playing Quake at the time.)
Moreover, Doom and Quake had the best multiplayer option at the time, which proved crucial, as opposed to Duke Nukem 3D, Shadow Warrior or Blood...
(I know, those had fun multiplayer as well, but face it, everybody was playing Quake at the time.)
Voxels rule indeed. Would be good to see some more of them around... and some real hardware accelerated voxel engines too.
I remember an old amiga demo that had something like 'interpolated' voxels, where the voxels were blended (kind of like nearest pixel -> bilinear). How come that effect disappeared?
I remember an old amiga demo that had something like 'interpolated' voxels, where the voxels were blended (kind of like nearest pixel -> bilinear). How come that effect disappeared?
gargaj: Quake came quite a while after Duke Nukem 3D.
Ken Silverman also just developed the engine and licenced it, he was never really involved into the actual games.
Ken Silverman also just developed the engine and licenced it, he was never really involved into the actual games.
*checks mobygames*
Duke Nukem 3D: "Release Date: Jan 29, 1996 (v1.0 was released)"
Quake 1: "Release Date: May 31, 1996"
Duke Nukem 3D: "Release Date: Jan 29, 1996 (v1.0 was released)"
Quake 1: "Release Date: May 31, 1996"
Psionice : Artwork's The Gate demo had interpolated voxels or something trying to be interpolated voxels anyway.. It was lightening fast even for 64 2x1 (which I think it was)... Also check out the interpolated voxel with bilinear filtered texture in ephidrena's respirator stories demo ;) ... I heard it kicks ass.
i got no clue what you guys are on about but i just felt like showing this little image to y'all once more.