I noticed that Ken's Labyrinth has been ported o Linux as of last year. I have tried running it but get a missing tables.dat error. Probably something to do with the make process or just a port error.
Well I will try this on Windows and have played it a little so far successfully. Reminds me of a better Wolf3D. Things that I wanted Wolf3D to have and eventually those fun ideas were put into Duke3D as well.
I was thinking of adding matrix grid voxel effects like clouds and water or fluid in VXL format of course. First I am trying it my own project since there is no source code that I can find on this fully documented. There is one ripple wave article I found though. The rest would be to probably use OpenGL for the 3D characters?
I am skimming through VOXLAP now to study the exporter and inporter. i notice voxlap5.c is a very large fiile and see some code there for saving.
Awesoken at
Sounds like you didn't install the game data to your Linux directory. TABLES.DAT is the first critical file the game tries to load (critical meaning the game will exit out if it doesn't exist).
Voxel models are a bad idea if you plan to use OpenGL (or Direct3D). For hardware accelerators, you will get much more detail per unit time with a polygonal format (such as MD3). If you insist on using voxels, you should use KV6 as your model format. VXL was designed specifically for 1024x1024x256 voxel landscapes, and requires the floor plane to be solid.
Dune at
I didn't want to use OpenGL for the Voxels. I see that KV6 includes animation I wonder if that could work for the fluidness like a cloud or ocean if it's simple like a matrix, I just have to look more.
About detail, I was thinking just a voxel cloud or ocean since they are more transparent they seem to look great. Not sure how, if others use OpenGL, to have it look better; but I read this article and thought voxels would help with optimization.
I dont like texture effects except maybe when they are very small. Maybe I could use texture or spherical particle effects for small local fluid effects like oil sicne it is not very transparent. This would be only if the voxel resolution would be to low close up.
Also I noticed Tom has a voxel water demo from way back. cool
Dune at
After sleeping on this I think large static voxel structures, like the the way VOXLAP has it on a whole with minor animations, is most efficient because of no polygons needed for any major transforming calculations. Also I have played around with VOXLAP and it runs smooth on my awkward computer, even with the 3D terrain. The terrain demo is nice.
I have read some things that applying shaders or mapping could help keep the textures sharp. I have to look into that more but will decide if I would apply this with my own surface engine over VOXLAP or just use your KV6 format at least for standards.
No major fluid effects really in VOXLAP but I understand that isn't necessary with voxals as polygons are used anyway to track the movements probably best to use OpenGL with that and the texture shaders.