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Post by bobbotheclown on Apr 27, 2012 3:33:30 GMT -5
funny stuff, my older brother hasnt got off the ps3 is 5 hours.
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Post by bobbotheclown on Apr 27, 2012 10:00:12 GMT -5
I used to think skyrim was fun like you, then i took a brother to the ps3.
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Post by bobbotheclown on Apr 28, 2012 10:29:02 GMT -5
so i played it. everything said about the game is exaggerated. yet it is still a truely awesome game.
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Post by bobbotheclown on May 2, 2012 11:40:53 GMT -5
well get it for pc if you can. there are mod tools on pc.
also im glad i got portal 2. next Tuesday's update will have an awesome in game editor. lol hammer is really technical.
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Post by bobbotheclown on May 3, 2012 7:22:52 GMT -5
well it just seems a bit all over the place, it isnt really all that technical.
and the new portal 2 editor is voxel based.
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Post by Deleted on May 3, 2012 18:12:20 GMT -5
ooh, voxels! If you punch a wall it'll shatter into a thousand tiny bricks that you can use to shatter the heads of people into yet another thousand tiny bricks.
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Post by bobbotheclown on May 3, 2012 19:04:40 GMT -5
not really more the entire map editor is based in 64x64 cubes.
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Post by Deleted on May 3, 2012 19:16:03 GMT -5
ah. so it's the crappy variant :/
It would be interesting to see a game with a full implementation of voxels. The closest thing I've seen to that is Minecraft.
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Post by Deleted on May 4, 2012 6:08:09 GMT -5
There is one method that traces the basic shape outline of voxels to form a solid 3d model. That method wouldn't have an adverse effect on performance.
My idea (which I'm not sure if anyone does this) is to calculate the displacement of voxels from a collision, burst the number of displaced voxels from a particle emitter, and retrace the outline. What it really boils down to with this is how fast you can trace the shape of the voxels.
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Post by bobbotheclown on May 4, 2012 11:16:49 GMT -5
ace of spades is mostly voxels.
the players are voxels, the guns are voxels, the environment is voxels
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Post by Deleted on May 4, 2012 13:45:20 GMT -5
just checked it out, looks like minecraft lol.
what I'm talking about here is how to build a world that is at least partially realistic using voxels.
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Post by bobbotheclown on May 4, 2012 23:14:09 GMT -5
Smooth the voxels with vertex data?
am i receiving this right?
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Post by Deleted on May 5, 2012 0:04:43 GMT -5
Kinda, it's more like outlining the voxels though. For example, consider the Bresenham line drawing algorithm. Line's are drawn from top-left to bottom-right, With each x step, you add the value of the line's slope to a an errorlevel. If the errorlevel is greater than .5, then it is decreased by 1 and the y coordinate is incremented by 1. The general advantage of this method is that it can be done with only simple addition and subtraction, making it extremely fast, and that the it works regardless of the size of the pixels. There have been many implementations of the theory, including drawing lines in 3d space. The same concept can be applied to tracing voxels. By increasing how high the errorlevel must be for a y-step to be made, we can sacrifice a little detail to decrease the polycount and reduce the impact on performance. To further explain what I'm talking about, I'm going to provide an example of how a voxel cluster could be traced. First, you would cast a ring of rays from the center of the voxel cluster to determine which voxels are exterior. The more rays, the more detail. Consider this ring of rays a flat 2-dimensional plane, like a circle. You draw a line between the endpoints for each of these rays, if there are any voxels 'errorlevel' above line, then another point is added and the process is repeated for the line between the first ray's endpoint and the new point, then the new point and the second ray's endpoint. The greater the errorlevel needs to be for a change of path the lower the polycount. Repeat the process for the rest of the ring. Repeat the ring / outine process for the rest of the cluster to build up a list of vertices. Now, simply connect the vertices and you have yourself a 3d outline of the voxel-cluster.
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Post by bobbotheclown on May 5, 2012 14:11:12 GMT -5
I still have no clue what you are talking about.
man i feel stupid.
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Post by Deleted on May 5, 2012 14:32:25 GMT -5
To be honest, my explanation probably isn't the best (or possibly even the correct) way to go about doing it. I was just providing an example of how someone could create a 3d outline of a cluster of voxels.
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