Just want to let you guys know I've announced my game for DSi-ware : goodbyegalaxygames.blogspot.com
It's runs on my own true 3D voxel engine. you can watch a tech demo movie here : http://www.youtube.com/watch?v=z20SjIB4kBA
Cool things about the engine : - 100% destructible 3D models - Full control over every single voxel in the scene - Per voxel collision detection (next to the object vs object detection) - Handles all types of shapes/models without any disadvantages regarding speed (for example, the voxel count merely increases when going from a cube to a fully rounded sphere) - Supports hollow and solid models - Models can be texture mapped
Since this is an indie-project, I would really appreciate it if you guys could spread the word!
ConsistentCallsign at
Re: Voxel Engine for Nintendo DS
Flipper renders Fez obsolete 8)
http://www.youtube.com/watch?v=MrXVFqiJj5E
esuvs at
Awesome stuff! Seriously, that's really impressive. How big are the volumes? They are being raycast?
You should create a website and post a GameDev 'Image Of The Day' - maybe that will help get some attention.
0xC0DE at
hey! thanks for the nice comments!
I've just submitted my image of the day :
This is the first realtime true 3D voxel engine for Nintendo DS (and probably any other handheld). The above example is a Mario-cube consisting of a volumetric data set of 64x64x64. The outside is textured mapped, while the inside is generated from a color +lighting/depth shading.
Same for the little cube, except the size is 16x16x16.
The above example works on a normal Nintendo DS running with only 4MB RAM. Depending on the RAM (DS/DSlite has 4MB, DSi has 8MB) and on the settings (Destructible or not) the engine can handle volumetric datasets of up to 256x256x256 (if destructible) or as high as you want (with a indestructible model, and of course the frame-rate will go down if you render very large data sets).
The above example (or anything up to 256x256x256) is rendered at real-time/interactive framerates. The rendering is completely done in software mode, so the GPU is free to do whatever you want :)
The engine also features collision detection for both object vs object (bounding box / sphere detection) and voxel vs voxel detection.
And last but not least; it can render 2d sprites (just like oldskool FPS games!).
You can watch a tech-demo here : http://www.youtube.com/watch?v=z20SjIB4kBA
I’m currently using the engine for my DSi-ware game : Flipper! Which is a puzzle-adventure game. In which you need to go from A to B by modifying the landscape to your advantage! You can check out a trailer here : http://www.youtube.com/watch?v=MrXVFqiJj5E&feature=related
If you would like to follow development you can check out my blog : Http://Goodbyegalaxygames.blogspot.com
esuvs at
Cool stuff - 256x256x256 is very good. What kind of compression are you using which is easily updated and also allows fast access to the voxels? I just break volumes down into unifoorm blocks myself, but an Octree whould probably also work well.
Looks like you GameDev IOTD hasn't been approved yet but I'll keep an eye out for it.
0xC0DE at
I use a octree with my own slab format (based on Kens work, but modified to fit my own purposes). I haven’t looked at the sourcecode of voxlap very well, but I believe slabs get split when you destroy something (right?). I don’t do that in my engine. I use the slabs (generated with my own tools) as a sort of map (thus the complete model can be placed in ROM) and then I have a very simple subset of the model to handle the destruction part.
0xC0DE at
it's on gamedev now : http://www.gamedev.net/community/forums/topic.asp?topic_id=530961