VoxelWar Discussion thread

Miscellaneous projects by the Build and Shoot community.
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TankNut
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It's starting to look better and better already.

Also, why would anyone want to have disco fog?
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.
Dany0
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What about flying? Don't forget flying. :-)
VladVP
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Dany0 wrote:
What about flying? Don't forget flying. :-)
That's all up to the server, not the client.
LeCom


VladVP wrote:
Dany0 wrote:
What about flying? Don't forget flying. :-)
That's all up to the server, not the client.
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
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LeCom wrote:
VladVP wrote:
Dany0 wrote:
What about flying? Don't forget flying. :-)
That's all up to the server, not the client.
Dany0, if you mean actual flying and not the shitty /fly we have currently, it's a bit too early to talk about that.
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?
LeCom


Dany0 wrote:
LeCom wrote:
VladVP wrote:
Dany0 wrote:
What about flying? Don't forget flying. :-)
That's all up to the server, not the client.
Dany0, if you mean actual flying and not the shitty /fly we have currently, it's a bit too early to talk about that.
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?
AoS would have something similar if tools were enabled in spectator.

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:
KV6_Shading.PNG
KV6_Shading.PNG (16.65 KiB) Viewed 6429 times
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).
Spidercooce
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The hype is real
Keep up the good work on this. I'm rooting for you.
_Frocs_
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It just looks awesome, love that style.
and
Spidercooce wrote:
The hype is real
Keep up the good work on this. I'm rooting for you.
dito
danhezee
Former Admin / Co-founder
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http://advsys.net/ken/voxlap/pnd3d.htm

And ill go ahead and move this to noteworthy picks
Mr.Torch
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Looks cool, keep up the good work :).
_Frocs_
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So I guess new possibilities/opportunities came up.
btw: Ken joined Facebook link
LeCom


danhezee wrote:
http://advsys.net/ken/voxlap/pnd3d.htm

And ill go ahead and move this to noteworthy picks
Finally it's in this section ^^

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.
MrHaaax
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My god, I'm hyped for this! Keep up the good work LeCom!
LeCom


Now it renders player models (and shading is a bit better now) :
Player.png
Player.png (11.29 KiB) Viewed 6289 times
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.
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