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voxel based terrain editing

voxel based terrain editing

Postby AuShadow » 29 May 2015, 10:27

Hey guys, came across this http://www.volumesoffun.com/polyvox-about/

And was wondering if it could be implemented with Skyline to give Skyline an in editor voxel based terrain editing allowing creation of Caves and arches. Recently brought GeoVox on steam to see if I could get terrains from that to skyline and will post my results within a few days but if we could have it in editor, it could be an edge for Skyline.
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Re: voxel based terrain editing

Postby SolarPortal » 19 Jun 2015, 16:47

how did it go trying to get the terrains into skyline?

We would like and are planning on integrating a voxel editing system for terrains etc..
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Re: voxel based terrain editing

Postby TattieBoJangle » 19 Jun 2015, 17:12

lol the mesh output from they sort of programs are just crazy they are in the millions so it would kill your game even before it got started.
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Re: voxel based terrain editing

Postby StarFire » 19 Jun 2015, 17:15

Could try some sort of mesh reduction. But in the end it would be better for an integrated Skyline voxel we have been looking at the Ogre one and setting it up as a type of clay system where it can be used not only for terrains, caves but even organic models.
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Re: voxel based terrain editing

Postby TattieBoJangle » 19 Jun 2015, 17:21

yea that would be cool they have added a few things one of them is infinite terrain.
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Re: voxel based terrain editing

Postby StarFire » 19 Jun 2015, 17:25

Have you read on the specs for Ogre 2.# once we can get a stable version we will migrate Skyline to use it as it looks like it will match the new top engines rendering systems. :shock: With this new version on the horizon we are treading carefully on what new Ogre features we should add before the change over.
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Re: voxel based terrain editing

Postby TattieBoJangle » 19 Jun 2015, 17:29

yea it does look amazing and preformace wise should be better.

treading carefully on what new Ogre features we should add before the change over.


yea i know what you mean as i would rather wait a bit and get all the toys at one time hahaha
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Re: voxel based terrain editing

Postby TattieBoJangle » 19 Jun 2015, 17:58

btw 2.1 is already out ;) and there isn't much left on there to do list so it could be time haha
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Re: voxel based terrain editing

Postby TattieBoJangle » 19 Jun 2015, 18:05

btw 2.1 is already out ;) and there isn't much left on there to do list so it could be time haha

EDIT:

High Level Material System


There is also a new material system altogether so it could save you guys a good amount of time.
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Re: voxel based terrain editing

Postby StarFire » 19 Jun 2015, 18:57

Yes they have the physically based shading out of the box, Still a few things they need to fix b4 we can move on it. This such as terrain are not working , SP knows the run down may be he will give you an update on this ;)
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