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Ghostpilot

Voxels (are they the future?)

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Outcast is the only game I know of that used voxels that weren't only a heightmap.
Meaning that there could be gaps and holes in the Y-axis, allowing objects in the
world to be voxelbased aswell. Not only a flat surface with different heights.
I remember one screenshot in particular where there is a scene with a fence
made out of the same voxels as the terrain. If I don't remember incorrectly
I think even houses and other structures were made out of voxels.

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Has anybody mentioned the first Delta Force? That used voxels for pretty much everything...including buildings.

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WildWeasel said:

Has anybody mentioned the first Delta Force? That used voxels for pretty much everything...including buildings.

It did?
I thought it was for the terrain only.
Maybe I was fed with false information then...

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WildWeasel said:

Has anybody mentioned the first Delta Force? That used voxels for pretty much everything...including buildings.


Buildings were models, so were soldiers, weapons, etc.

Also to note is Thunder Brigade used voxels for the terrain, and it was quite detailed as hell - all smoothed out even! Shattered Steel had some nice terrain too, possibly smooth-voxel powered.

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Ghostpilot said:

It's strange.
So many games that uses voxels or heightmaps, but you haven't really heard of them.
Why is that?



The cynical answer would be:

Because voxels are NOT the future. Who wants this pixelated crap when there are other games that actually make use of the capabilities of modern graphics cards?

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Graf Zahl said:

The cynical answer would be:

Because voxels are NOT the future. Who wants this pixelated crap when there are other games that actually make use of the capabilities of modern graphics cards?

Yes, that was cynical.

Fredrik said:

I want Doom's crappy pixelated sprites.

Then you are lucky, because DooM uses sprites...

That's why freedom of choice is so good.
If you don't like something, you don't have to use it.
As for myself, I think Md2 models are overkill in DooM's
3D enviroment, so I choose to not use them.

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Ghostpilot said:

Page updated with blue, red and yellow keycards.


Ah, good thing I've started a skull key to go with them:

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I am really admiring the voxel work here, and I think it would fit beautifully in Doom. I don't think spheres work too well, they should probably stay as sprites however.

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hooo voxels, reminds me blood,
nice work!
I'll be very happy to see this on zdoom!
.......RANDY! .....RANDY! ......RANDY! =p

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Ooh, now I wish I had a better comp so I could finish all the other items. Or better yet, a voxel editor with decent (read any) memory management. Voxel3D can't seem to handle anything larger than a medkit on my comp. That, and I still don't know if the developers have added support for the right voxel format yet, as Ghostpilot mentionned earlier.

Still, excellent news though.

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