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  • about graphic engine
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    so, if it is voxel engine, maybe ask Dobrowolski or Silverman if he could make it, like it was in Delta Force: Land Warrior, where voxels were more smoother comparing these from DF2 and DF1 engine.

    #90746
    woda_brzozowa
    Member
    Posted 13 years ago
     

    So, these are voxels?
    http://image.gamespotcdn.net/gamespot/images/screenshots/gs/action/deltaforcelw/deltaforcelw_790screen003.jpg

    #90751
    Kanye
    Hipster
    Posted 13 years ago
     

    yup

    #90753
    [PS]:Aksel:
    Member
    Posted 13 years ago
     

    I'm pretty sure this is voxel too: http://www.youtube.com/watch?v=00gAbgBu8R4

    #91636
    TB
    Member
    Posted 13 years ago
     

    lets port this game to source already

    #91642
    [PMS]fleek%
    Seabreeze
    Posted 13 years ago
     

    I don't know how exactly this engine works, it's based on voxels and raycasting. In my first post I mean making these voxels more round at cornes, just like it was in DFLW. Modern voxel engines uses a bit rounded voxels instead of square ones.

    #91897
    woda_brzozowa
    Member
    Posted 13 years ago
     

    I don't think they were "rounded voxels", I think they were just really small.
    Also, getting rid of the blockiness in AoS would be really stupid.

    #91901
    Kanye
    Hipster
    Posted 13 years ago
     

    Kanye
    you're wrong, they weren't small, but different shaped, making voxels rounded in AoS would not make blocks round

    #91922
    woda_brzozowa
    Member
    Posted 13 years ago
     

    Voxels are 3d pixels, pixels are squares, voxels are cubes. I don't see how you can just round them out.
    I did some reading and found out that the graphics engine used in Delta Force had a mixture of polygons AND voxels.

    #91930
    Kanye
    Hipster
    Posted 13 years ago
     

    Kanye
    I don't know what is wrong with that the DF engine uses polygons and voxels. Voxels were used just for terrain, rest was made of polygons.

    Voxels are not 3d pixels, voxels are not cubes. Voxels are just points in three dimensional space, described by 3d coordinates, just like pixes witch are just points in 2d space. Both pixels and voxels could be represented by 2d sprite or cube (witch is polygon made). The difference is that voxel have additional, third, coordinate. There is nothing weird about rendering voxel as a 2d sprite. In DF1,2 terrain shape wasn't interpolated, so voxels seem to be "pixels", a 2d square sprites. In DFLW there was linear interpolation:
    http://www.codermind.com/files/interpolate.gif
    So voxels sometimes look like triangles. And that's what I'm talking about.
    Here's also example of smoothed voxels:
    http://upload.wikimedia.org/wikipedia/commons/4/47/Ribo-Voxels.png

    Btw, as long as minecraft rendering engine is polygonal (let's say it is NOT voxel engine), AoS uses raytracing to render enviroment.

    I would like to someone better informed speak about AoS engine, cuz i'm not 100% sure about what exactly AoS rendering engine is - raytracing polygons or raytracing voxels, or mix of that: blocks are polygons, models (player, tent, weapon) made of voxels, both rendered by raytracing.

    #92154
    woda_brzozowa
    Member
    Posted 13 years ago
     

    Ehh. Yeah I'm definitely not the most educated when it comes to stuff like this. I just base my knowledge off what I see in games and read. I've never heard about voxels looking like triangles, I'll reaD up on it a bit though, sounds interesting.

    So, what exactly would smoothing out the voxels do?

    #93686
    Kanye
    Hipster
    Posted 13 years ago
     

    Pixels are 2D elements, Voxels are PIxels in 3D.
    You can make pixels any shape you want, as long as it represents a 2D point.
    Voxels can be any shape so long as it still represents a 3D point.
    In AoS each block is made out of several voxels because the voxel rendering type doesn't render faces, it renders the voxels as 2D squares that constantly face you, what you said,
    this is most obvious on the camp and intel and on other players.
    I know this because I maake my own mods for AoS.
    Once the Atomontage engine goes open-source, I will beg Ben to death to use it
    Interpolation will only make telling the blocks from each other harder.
    The Ribo Voxels image looks good, but still wouldn't fit how AoS renders voxels.
    (Voxels are 3D pixels, the name of voxels came from pixels (volumetric pixel = voxel (I love nesting these)))
    Can't you just email Ben Aksoy about this.
    Hell I think it's raytracing because they are 2D sprites. You need to know the distance between the camera and the voxel to render it if it were raytracing. and since the blocks in AoS are made out of multiple voxels I am pretty freaking sure it is raytracing.

    #98148
    jasper2428
    Member
    Posted 13 years ago
     

    The character of the game would be lost...

    But I do support x2 more voxel/3D pixels so all the gun packs don't look the same ...

    #98152
    TWiiSt3D
    Soul_SnipeZ
    Posted 13 years ago
     

    Sorry, I wasn't clear there I meant raytracing voxels.

    #98157
    jasper2428
    Member
    Posted 13 years ago
     

    @jasper2428
    In AoS there are at least 2 rendering methods. First is, as you said simple voxel representation by 2D sprite for models. But for maps (blocks) it is different. If you get closer look at blocks, you will see that they're made of cylindric slices. But i still don't know if blocks are wirte as voxels (points in 3D space) or as a polygons - both rendered with this "cylindric raytracing".

    The "character" of this game should be not simmilarity to Minecraft, imo it would be nice to see improoved/other ways of rendering image.

    and btw, in slab6(or whatever) you can choose rendering method - cubes, 2d square sprites, circles, dots etc, and you can also change lighting. In map editor you can also change lighting methods - this is showing some capabilities of engine.

    #104503
    woda_brzozowa
    Member
    Posted 13 years ago
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