Duke 3D Voxel Pack
#2431 Posted 25 December 2021 - 11:02 AM
#2432 Posted 28 December 2021 - 11:45 AM
Striker, on 19 December 2021 - 02:14 PM, said:
This conversion is also really inefficient and causes a massive delay at startup when larger voxels are used.
If this can be improved in the future, it would be greatly appreciated.
#2433 Posted 28 December 2021 - 05:18 PM
#2434 Posted 29 December 2021 - 12:36 AM
Dzierzan, on 22 October 2021 - 09:18 AM, said:
This issue will affect any voxel that has the cstat flip bits (4 and 8) set.
I opened an issue here: https://voidpoint.io...32/-/issues/230
Support for cstat flip was added by NukeYKT at some point, hopefully the issue was just an error and not a fundamental problem.
This post has been edited by Doom64hunter: 29 December 2021 - 12:38 AM
#2435 Posted 31 December 2021 - 05:01 PM
Phredreeke, on 28 December 2021 - 05:18 PM, said:
I'm aware that there will be voxel support for TFE, but not hardware acclerated one. Did Lucius publicly annouce this?
#2436 Posted 31 December 2021 - 05:29 PM
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.
#2437 Posted 31 December 2021 - 11:45 PM
Hopefully we’ll find out in a few months.
#2438 Posted 01 January 2022 - 02:07 AM
Striker, on 19 December 2021 - 02:14 PM, said:
A bit of a late question, but I am curious. How different are we talking?
#2439 Posted 04 January 2022 - 07:51 PM
#2440 Posted 06 January 2022 - 05:09 PM
Ninety-Six, on 01 January 2022 - 02:07 AM, said:
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)
#2441 Posted 09 January 2022 - 01:23 PM
Phredreeke, on 31 December 2021 - 05:29 PM, said:
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
#2442 Posted 13 January 2022 - 02:39 PM
This post has been edited by Borion: 13 January 2022 - 02:40 PM
#2444 Posted 28 February 2022 - 11:50 PM
This post has been edited by NightFright: 28 February 2022 - 11:59 PM
#2445 Posted 12 March 2022 - 01:43 PM
This post has been edited by Dzierzan: 12 March 2022 - 02:26 PM
#2446 Posted 12 March 2022 - 02:18 PM
#2447 Posted 13 March 2022 - 12:17 PM
#2448 Posted 13 March 2022 - 12:44 PM
#2449 Posted 13 March 2022 - 01:06 PM
#2450 Posted 13 March 2022 - 02:34 PM
Both scripts are turned off by default and I think we all agree it should stay like that. In general, voxels should work without any scripts, and if they don't for whatever reason (it'd better be a good one, though), they'll be optional.
#2452 Posted 13 March 2022 - 04:41 PM
As for all the new stuff, great work as always, guys.
This post has been edited by Jimmy: 13 March 2022 - 04:41 PM
#2453 Posted 14 March 2022 - 05:37 AM
the same with the lawyer.... but just my personal opinion....
#2454 Posted 14 March 2022 - 06:06 AM
#2456 Posted 14 March 2022 - 11:14 AM
NightFright, on 14 March 2022 - 06:38 AM, said:
hehe, could be an explanation
#2457 Posted 15 March 2022 - 09:05 AM
0815Jack, on 14 March 2022 - 05:37 AM, said:
duke0002.jpg
the same with the lawyer.... but just my personal opinion....
IRL torsos of average not obese people are not that thick anyway.
#2458 Posted 15 March 2022 - 11:40 AM
jkas789, on 15 March 2022 - 09:05 AM, said:
well... i didn't say the skywalker should look like the Marshmallow Man ..... I just expressed my personal preferences and when Dzierzan says a thicker doesn't look good.....then its OK
#2459 Posted 16 March 2022 - 04:20 AM
#2460 Posted 16 March 2022 - 05:19 AM
Dzierzan, on 16 March 2022 - 04:20 AM, said:
Window elements won't appear as voxels if they are made with maskwalls (i.e. like forcefields or breakable glass in Duke 3D), but it's often more convenient to make them with flat sprites, so should work in this case. Also I wouldn't mind seeing more stuff labeled as "maskwall##" in Duke voxelized (all the catwalk elements, trusses etc.).