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Duke 3D Voxel Pack

User is offline   0815Jack 

#2401

View PostPhredreeke, on 28 December 2021 - 05:18 PM, said:

Back in January I asked Lucius whether he would be willing to license the hardware voxel renderer from TFE under a Build compatible license once it's ready. He seemed open to the idea if there was interest.


I'm aware that there will be voxel support for TFE, but not hardware acclerated one. Did Lucius publicly annouce this?
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User is offline   Phredreeke 

#2402

There's no hardware renderer yet. It will come after 1.0 I think.

He did say that he plans for the hardware renderer to rasterise voxels directly, instead of converting to meshes first as GZDoom and Build does it.
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User is offline   Micky C 

  • Honored Donor

#2403

I was under the impression he had some voxel hardware acceleration, but in the experimental dev branch.

Hopefully we’ll find out in a few months.
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User is online   Ninety-Six 

#2404

View PostStriker, on 19 December 2021 - 02:14 PM, said:

Polymost renders voxels by converting them to models when the renderer is initialized, meaning realtime alteration is difficult. Software does things much differently.


A bit of a late question, but I am curious. How different are we talking?
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User is offline   Micky C 

  • Honored Donor

#2405

Classic mode renders each individual voxel as a single-colour square that always faces the camera. This is quite noticeable when you look at it closely. Polymost’s voxel conversion represents voxels as cubes on a shared alignment.
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User is offline   Striker 

  • Auramancer

#2406

View PostNinety-Six, on 01 January 2022 - 02:07 AM, said:

A bit of a late question, but I am curious. How different are we talking?

Aside from what Micky C above me said, the voxel is rendered directly from the voxel's data in memory in the software renderer, where in OpenGL, the voxels need to undergo conversion, are uploaded to the GPU via a VBO and must be kept static. (Means modifying parts of the model on the fly is a no-go)
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User is offline   luciusDXL 

#2407

View PostPhredreeke, on 31 December 2021 - 05:29 PM, said:

There's no hardware renderer yet. It will come after 1.0 I think.

He did say that he plans for the hardware renderer to rasterise voxels directly, instead of converting to meshes first as GZDoom and Build does it.

The hardware renderer will not become available until after version 1.0, though it has already been started. As for the voxel renderer, it will be open source and available for use if desired. It is not based on any Build or Ken code, I wrote it specifically for TFE. Basically, it renders voxels as textured columns that interact well with 1D z-buffer that Jedi uses for sprite/model vs wall sorting (with some extra work for caps) and "directly" renders the columns in the correct order without runtime sorting (given a list of points or columns on a grid, you can compute the exact ordering in either 2D or 3D without iterating over the data). Rendering with arbitrary pitch would obviously be slower but possible using a 3D line stepping algorithm (but that has not been implemented yet).

As for GPU-based rendering, it is definitely possible to rasterize voxels directly as columns or point clouds with no CPU-side geometry or vertex uploads required. The most difficult part of dealing with voxel rendering on the GPU is the data size (obviously the raw data needs to be uploaded when it changes), but that is not an issue with the size and number of objects we are dealing with in these old games. So that is the approach I plan on taking with TFE, I don't see the need to convert to a polygon mesh first - rendering won't be noticeably faster (and would actually be slower when further away from the voxel objects due to inefficiencies with small triangles).

This post has been edited by luciusDXL: 09 January 2022 - 01:30 PM

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User is offline   Borion 

#2408

View PostDzierzan, on 16 December 2021 - 07:22 AM, said:

https://cdn.discordapp.com/attachments/311884728317771777/921059071065460786/chest.gif

Thats a damn good model, Dzierzan.

This post has been edited by Borion: 13 January 2022 - 02:40 PM

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