It's starting to look better and better already.
Also, why would anyone want to have disco fog?
VoxelWar Discussion thread
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TankNut
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LeCom
Dany0 wrote:Will this be possible in your client LeCom? :)I didn't watch the video, but if it's disco, it should be possible; I already had it processing fog data before Voxlap was added. But who cares about disco lel.
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Dany0
3 Years of Ace of Spades
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VladVP
Post Demon
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Dany0 wrote:What about flying? Don't forget flying. :-)That's all up to the server, not the client.
It's a Christmas miracle!
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LeCom
VladVP wrote:Dany0, if you mean actual flying and not the shitty /fly we have currently, it's a bit too early to talk about that.Dany0 wrote:What about flying? Don't forget flying. :-)That's all up to the server, not the client.
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Dany0
3 Years of Ace of Spades
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LeCom wrote:Yep I mean that. Couldn't be too hard, just have the server ignore player position checks and let the client use regular voxlap cam fly mode, right?VladVP wrote:Dany0, if you mean actual flying and not the shitty /fly we have currently, it's a bit too early to talk about that.Dany0 wrote:What about flying? Don't forget flying. :-)That's all up to the server, not the client.
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LeCom
Dany0 wrote:AoS would have something similar if tools were enabled in spectator.LeCom wrote:Yep I mean that. Couldn't be too hard, just have the server ignore player position checks and let the client use regular voxlap cam fly mode, right?VladVP wrote:Dany0, if you mean actual flying and not the shitty /fly we have currently, it's a bit too early to talk about that.Dany0 wrote:What about flying? Don't forget flying. :-)That's all up to the server, not the client.
Progress with KV6. This isn't all that is possible, KV6 rendering is extremely fast, so it's possible to implement smooth gradients between the KV rectangles, or even actual cubes like in VOXED. But I think this is enough for me: Client: Walking is still not that smooth, but it's without any actual lag. Still no collision detection or gravity (the server does it for the client, but it lags).
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Spidercooce
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The hype is real
Keep up the good work on this. I'm rooting for you.
Keep up the good work on this. I'm rooting for you.
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_Frocs_
League Participant
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It just looks awesome, love that style.
and
and
Spidercooce wrote:The hype is realdito
Keep up the good work on this. I'm rooting for you.
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danhezee
Former Admin / Co-founder
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Mr.Torch
Artist
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LeCom
danhezee wrote:http://advsys.net/ken/voxlap/pnd3d.htmFinally it's in this section ^^
And ill go ahead and move this to noteworthy picks
I opened the link and downloaded the zip folder. I didn't try the demo, but when seeing the screenshots I assumed it would be extremely slow. Another problem that Ken even admitted is that terrain modification is extremely slow. It's already the case in Voxlap due to RLE, but it's bearable. PND3D, however, is using octrees AND the GPU, so one can consider the terrain almost read-only.
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MrHaaax
Modder
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My god, I'm hyped for this! Keep up the good work LeCom!
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LeCom
Now it renders player models (and shading is a bit better now) :
Models are by Mr.Haaaaax because I'm either blind or there aren't any other acceptable WW2 skins...
An advantage that may play a role is that you can set KV6 resolution. One of the reasons why KV6 looks so "weird"in AoS is that Ken actually wanted Voxlap to render minimalistic voxels to make the terrain look smooth. If you render extremely small terrain voxels, KV6 voxels are even smaller, which results in one KV6 voxel for example only having the size of 1 screen pixel, and that makes it look smooth. However, if you render large voxels, like in AoS, KV6 pixels are large as well, since you can't set the KV6 resolution in Voxlap.
The new KV6 renderer allows KV6 voxels of any size, so you can make HD-like KV6 models.
An advantage that may play a role is that you can set KV6 resolution. One of the reasons why KV6 looks so "weird"in AoS is that Ken actually wanted Voxlap to render minimalistic voxels to make the terrain look smooth. If you render extremely small terrain voxels, KV6 voxels are even smaller, which results in one KV6 voxel for example only having the size of 1 screen pixel, and that makes it look smooth. However, if you render large voxels, like in AoS, KV6 pixels are large as well, since you can't set the KV6 resolution in Voxlap.
The new KV6 renderer allows KV6 voxels of any size, so you can make HD-like KV6 models.
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