Voxelfun
Community Forums/Showcase/Voxelfun
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Besides working on the tokamakwrapper I'm also playing around with a voxelpolygonizer. Screenshot:(copy & paste into new browser window) Screenshot Demo... voxeldemo |
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Looks like the stuff i find in my nose... |
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Yes, It could be used as a snotsimulator as well. :) |
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I reakon this is pretty awesome :) whats it for? |
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ROKS! :) |
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hehe! it could be made a lot faster though - metaballs isn't it? |
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Really cool :) |
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I reakon this is pretty awesome :) whats it for? I'm gonna use it as a landscape modelling tool which supports cave and tunnelcreation. hehe! it could be made a lot faster though - metaballs isn't it? Not exactly. I polygonize a 3D voxelbitmap(Not Marching Cubes, more like Surface Nets) and run a couple of relaxation loops on the resulting vertices to get the smooth shapes. However, alot of optimizations could be done to speed it up. And there is still some triangle&normal artifacts left. I'm using the same method as are used in the Iehovah terrain-engine. http://home.zonnet.nl/petervenis/ |
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Besides working on the tokamakwrapper I'm also playing around with a voxelpolygonizer. Haha! come on...use real words! :) What's it all about? |
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links just redirect back to this thread... I wanna see! :) |
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It seems freewebs doesn't allow directlinking of files. Try copying the screenshot link and paste it into a new browser window. The demo should be downloadable by rightclicking and selecting Save target as... |
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Seems pretty cool. Any chance of a version where the landscape isn't constantly spinning? Made it very hard to have any control over the sculpting of the voxel scape. Also, most clicks resulted in blobs floating in the air. How are you rendering this btw? Software or emulated in hardware somehow? |
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It isn't any landscape modeller yet. When you click the left mousebutton I randomly create a blob somewhere in the voxel bitmap and when you click the right mousebutton I remove a blob at a random position. I will make a more userinteractive version soon. Regarding rendering. Everytime you add a blob, I clear the surface and start polygonize(triangulate) the voxelvolume again. No hardware involved during the creation(except the CPU ;) ) |
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...I knew that... ;) |
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Great stuff. |
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Do you have much control over level of detail? |
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oh so cooool! cant wait to see more of this! |
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Do you have much control over level of detail? Right now I don't have any LOD. My first intention was to create a tool to generate static meshes, but if I could make it go faster(and it can) then it can be used as a realtime deformable terrain and that would require LOD to render fast. |
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"Rob (Posted 2004-03-19 04:16:20) I reakon this is pretty awesome :) whats it for?" "Fredborg (Posted 2004-03-19 04:27:10) ROKS! :)" Sure, but what else? |
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Malice: Haha! come on...use real words! :) What's it all about? sswift: Sure, but what else? Sweenie: ???? |
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Ok sswift, you make a realtime lod version of this that polygon count for polygon count runs faster than blitz's own terrains and you have a winner. |