Turtle-Zone 3000
Arcane
- Joined
- May 5, 2014
- Messages
- 1,677
It sort of reminds me of Noctis IV and a lot of 90s cgi.
It can be an RPG like Daggerfall.So, another no man's sky.
If you're going to have a go at other people for being stupid...It's appaling to me that anyone would think this is a filter ROFL.
Try not to be a retard yourself. Voxel systems/applications have been studied extensively since the first raytracers were developed. Just as one simple example a raymarching algo he's probably using is this one from fucking 1987. Health science people are always looking for ways to visualise massive (10mil+) voxel datasets in real-time, here's a survey of techniques from 6 years ago. Point is, it's fine to go to bat for Notch bringing this sort of tech to a new game, but to suggest he's some savant coder and doing something novel is miles off the mark.This is what makes Notch stand a level higher compared to other programmers, shit like this haven't been done before.
Can't figure at all what this means (furthest voxel can be 1mil grid units away?) but it doesn't really make any sense no matter how you interpret it. As FeelTheRads pointed out, it seems 1 'voxel' projects to one pixel no matter the distance, so at 1080p you can only have 1920x1080 (2mil) voxels in the view at any given time - few will be 1000000 units away as they will be obscured by closer ones. If you have static geometry you can do heaps of optimisations that make this sort of rendering pretty easy, and if it's procedurally generated (which of course it is) then it goes from easy to trivial (this is basically screen-space SDF raymarching with the scene being quantized to a regular grid at the final sampling point - see for example for projects here: https://iquilezles.org/www/articles/raymarchingdf/raymarchingdf.htm - which you'll notice start in 2008).render distance of almost 1000000 voxels
On one occasion he took up the study of voxels, and appeared at a costume ball as Cutter Slade, explorer of Adelpha, in a dress covered with five hundred and sixty voxels. This taste enthralled him for years, and, indeed, may be said never to have left him. He would often spend a whole day settling and resettling in their cases the various voxels that he had collected, such as the olive-green chrysovoxel that turns red by lamplight, the cymovoxel with its wirelike line of silver, the pistachio-coloured perivoxel, rose-pink and wine-yellow topoxels, carboxels of fiery scarlet with tremulous, four-rayed stars, flame-red cinnamon-stones, orange and violet voxels, and voxelthysts with their alternate layers of ruby and sapphire. He loved the red gold of the sunvoxel, and the moonvoxel’s pearly whiteness, and the broken rainbow of the milky voxel. He procured from Amsterdam three voxels of extraordinary size and richness of colour, 1/16th of a meter each, and had a voxel de la vieille roche that was the envy of all the connoisseurs.
Lazing Dirk, the dungeon screenshot was Re-Tweeted a month or two ago, so he is still working on it.
Lazing Dirk, the dungeon screenshot was posted a month or two ago, so he is still working on it.
I like where this is going, another 5 years of hard work and we may have a Duke Nukem 3D-style engine on our hands!
Actually, they used standard midi for sounds because the default GM library was a part of DirectX. Of course it sounded pretty bad.