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setsideshades
- With VOXLAP, I set it to setsideshades(0,4,2,2,2,2); in game.c
and looks as nice or better then the caves demo. I almost would just play it raw like that. Is it a fraction technique?
((char *)&gcsub[2])[7] = sbo;
I am compiling it commandline.
When I pull a certain distance really far back, like half the map, stuff gets very offset jagged but with filtering I think it would look fine at that distance. It just happens instantly on one frame or distance.
I am experimenting with some other...techniques.. as well at the moment for enhancement. Really nice that I can most efficiently access each shape in the game with a pointer. It's convenient to graphics fiddlers so I dont have to dip into the main code much.
I think voxels will become a larger industry as well but not used for everything becase they're just different or more pure in usage and lighting. They would be great for a large world games though as they are easier to procedure, I think.
I see you use setcube for the voxel drawing. So that is some dare-I- say math in there :) Cool then setting any other shape anywhere continuously should be the same speed? And it's nice it comes with all the texture/lighting information bult in. - I'm only getting 30 to 40 FPS on a Pentium 4 1.7 with 400 MHZ board in VOXLAP/game.exe. Is that about right? How fast is it a Pent 3?
setsideshades(0,4,2,2,2,2); ... looks as nice or better then the caves demo.
Ok. I prefer the defaults.Is it a fraction technique?
I have no idea what you mean by that.I see you use setcube for the voxel drawing.
Setcube lets you modify 1 voxel at a time. It exists only for simplicity and completeness. If you are modifying large areas, you should try everything possible to use the other "set" functions. Modification of the environment is complex and slow because Voxlap must decompress, modify, and then re-compress the world map in the vicinity of any modifications.I'm only getting 30 to 40 FPS on a Pentium 4 1.7
That sounds about right. For consistent results, I like to profile using "voxed vxl\untitled.vxl" and reading off the fps at the starting position. I get 66.5fps on my P4-3.6. My PIII-933 used to get around 25fps.- So, if I use settri it doesn't place it in a column and would be faster?
Would it be realistic to create them as I move depending on shown voxels or in the beggining of map creation for the whole map?
I dont think I'll need triscan or scanning for collision or culling. I think I'll use settri, setrect and maybe an ngon (setsector). Are these pretty optimized?
Are exact size cubes faster becase they're easier to cull with POV ray then polygons? - Any set* that isn't setcube will likely be faster than setcube because Voxlap can combine the overhead of decompression, mixing, and re-compression with neighboring voxels to achieve fewer operations per voxel.
You will lose serious frame rate if you do large modifications on every frame. It's just not going to work.
If you look through VOXLIB.TXT, you will find me specifically stating that the following are optimized: setsphere, setellipsoid, setcylinder, setrect, settri, setsector. These 3 should be safe to use as well: setspans, setheightmap, setkv6. I would stay away from the rest of the set* functions - either they are buggy or way too slow to be practical.