Search found 1311 matches

by PolyVox
Thu Nov 22, 2012 4:30 pm
Forum: Showcase
Topic: Fully Destructible Levels - New website and domain!
Replies: 283
Views: 202070

Re: Fully Destructible Levels - New website and domain!

Couldn't you in one thread construct one small volume, in another thread another volume, etc.? I don't see why that should break anything. In general it's undesirable to split your terrain accross multiple volumes because many operations need access to a voxel's neighbours, and this get's more comp...
by PolyVox
Wed Nov 21, 2012 10:47 pm
Forum: Showcase
Topic: Fully Destructible Levels - New website and domain!
Replies: 283
Views: 202070

Re: Fully Destructible Levels - New website and domain!

Yeah, there basically isn't much support for threading in PolyVox and users need to implement this at a higher level if they want it. We have at least now updated the docs to makes this clear: http://www.volumesoffun.com/polyvox/documentation/0.2.0/manual/Threading.html For almost all the stuff I do...
by PolyVox
Wed Nov 21, 2012 1:03 pm
Forum: Showcase
Topic: Fully Destructible Levels - New website and domain!
Replies: 283
Views: 202070

Re: Fully Destructible Levels - New website and domain!

The library is completely independant of engine or API, and just outputs meshes as indexed vertex buffers for you to load into your engine of choice. So the library doesn't use Ogre. Originally it was tech demo built using Ogre (which is why I bumped this thread) but it's evolved since. We used Ogre...
by PolyVox
Wed Nov 21, 2012 10:34 am
Forum: Showcase
Topic: Fully Destructible Levels - New website and domain!
Replies: 283
Views: 202070

Re: Fully Destructible Levels - New website and domain!

For those who are interested, we just released a new version of our PolyVox voxel terrain library . This isn't really Ogre related anymore as PolyVox is now standalone (and Ogre has it's own voxel terrain implementation ), but this thread is where it began six years ago so I thought it was worth men...
by PolyVox
Mon Oct 29, 2012 2:13 pm
Forum: Showcase
Topic: QtOgre Application Framework - Now using Qt 4.5
Replies: 292
Views: 156205

Re: QtOgre Application Framework - Now using Qt 4.5

This file isn't included in the distribution because it is automatically generated by Qt's UIC tool when you build. The CMake file should have the appropriate rules set up to make this happen. I can't be much more specific as I haven't worked with this for a long time...
by PolyVox
Wed Aug 15, 2012 8:26 pm
Forum: Showcase
Topic: Voxeliens - It's finally been released!
Replies: 27
Views: 10315

Re: Voxeliens - It's finally been released!

shenjoku wrote:Very nice! I love the look and feel of this.
Thanks for the compliment! I may as well take advantage of this opportunity to point out that Voxeliens is now also available on Indievania :-)
by PolyVox
Mon Jun 25, 2012 1:53 pm
Forum: Showcase
Topic: Voxeliens - It's finally been released!
Replies: 27
Views: 10315

Re: Voxeliens - It's finally been released!

So I wrote an e-mail to about 10 game magazines of Germany and Austria with some notes and screenshots about. Huge thanks to Beauty for this, it's really satisfying to see a picture of our game printed in a magazine rather than just on a website. I can't read the article directly but I've ben given...
by PolyVox
Thu May 31, 2012 9:05 am
Forum: Showcase
Topic: QtOgre Application Framework - Now using Qt 4.5
Replies: 292
Views: 156205

Re: QtOgre Application Framework - Now using Qt 4.5

As the original developer I can say I have no plans to work on it further. This is because I won't be using it myself, as I have different requirements for my next project. If anyone wants to step up and maintain the code they are more than welcome. You would just need access to the Ogre Addons SVN ...
by PolyVox
Sat Apr 28, 2012 3:55 pm
Forum: Showcase
Topic: Voxeliens - It's finally been released!
Replies: 27
Views: 10315

Re: Voxeliens - A voxel-based retro shooter (video added!)

Updated - Game released on 28th April 2012! Well, we made it! I'm pleased to say that yesterday we started selling the Windows version of voxeliens through our online store :-) There is also a demo available for download so please give it a try! More information: http://www.volumesoffun.com/voxelie...
by PolyVox
Sat Apr 21, 2012 7:47 pm
Forum: Showcase
Topic: QtOgre Application Framework - Now using Qt 4.5
Replies: 292
Views: 156205

Re: QtOgre Application Framework - Now using Qt 4.5

The actual capabilities of Ogre aren't affected, in that it still renders everthing it could before. But Qt takes over the window management and input handling, so for example it doesn't support fullscreen as nicely, doesn't autodetect resolutions, and it's more difficult to use OIS for input.
by PolyVox
Tue Apr 17, 2012 2:48 pm
Forum: Showcase
Topic: QtOgre Application Framework - Now using Qt 4.5
Replies: 292
Views: 156205

Re: QtOgre Application Framework - Now using Qt 4.5

ogre_developer wrote:Is there another way to not perform the operation manually?
I guess you can add the dll locations to you PATH environment variable. If you dn't want to be dependant on the .dlls at all then you can investigate static linking, but it is more complex and has licensing issues with Qt.
by PolyVox
Tue Apr 17, 2012 12:23 pm
Forum: Showcase
Topic: QtOgre Application Framework - Now using Qt 4.5
Replies: 292
Views: 156205

Re: QtOgre Application Framework - Now using Qt 4.5

I'm afraid I haven't worked on this for a long time now, so I don't really remember how it worked :? I think it may get the list of resolutions from a settings or .ini file so maybe that is not being found. You should probably look in the code and try to work out where the combo box should be filled.
by PolyVox
Sun Apr 01, 2012 9:44 am
Forum: Google Summer Of Code
Topic: [GSoC 2012] Volume Rendering with LOD aimed at terrain
Replies: 314
Views: 87524

Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

Hi, thanks for the link, but the relevant pages aren't visible (at least not in Germany). :) Too bad, this book isn't available in the uni library. And not in a single library in Berlin (according to https://www.voebb.de/ ...). O_o But I'll try to order it over the uni lib. :) And thanks for the en...
by PolyVox
Sun Mar 04, 2012 9:43 am
Forum: Showcase
Topic: Voxeliens - It's finally been released!
Replies: 27
Views: 10315

Re: Voxeliens - A voxel-based retro shooter

We finally got around to making a video of the gameplay, you can see it here: [youtube]QiA0OxKeKto[/youtube] Compared to the previous screenshots it adds some menus, powerups, and a new desert terrain type. Hope you like it! Also, just another reminder that our RSS feed moved. So if you didn't get t...
by PolyVox
Wed Feb 01, 2012 2:07 pm
Forum: General Discussion
Topic: Shadow looks bad
Replies: 11
Views: 1437

Re: Shadow looks bad

Well I even tried the ShadowTextureSize with mSceneMgr->setShadowTextureSize(9216); The memory usage doesnt exceed 20MB. Guess my game object is too tiny :mrgreen: It's using up video memory, not main RAM. I don't know of any tools which let you view the usage of this. Also, check my previous comme...
by PolyVox
Thu Jan 26, 2012 6:24 pm
Forum: Showcase
Topic: Voxeliens - It's finally been released!
Replies: 27
Views: 10315

Re: Voxeliens - A voxel-based retro shooter

Another update - we recently did an interview with True PG Gaming talking about Voxeliens, our development process and our thoughts on PC gaming in general. You can check out the interview here: http://truepcgaming.com/2012/01/24/voxe ... interview/
by PolyVox
Thu Jan 19, 2012 10:13 am
Forum: General Discussion
Topic: Shadow looks bad
Replies: 11
Views: 1437

Re: Shadow looks bad

The key problem here is the size of the object receiving the shadows (in this case the floor). Your floor is massive and the camera can see it going right off into the distance. Ogre has to stretch your shadow texture to cover the whole of the reciever. Ogre might clip the receiver against the view ...
by PolyVox
Wed Jan 18, 2012 10:36 am
Forum: Showcase
Topic: Voxeliens - It's finally been released!
Replies: 27
Views: 10315

Re: Voxeliens - A voxel-based retro shooter

Yeah, I think the old images were actually a little too dark. There was some buggy ambient occlusion in there which darkened everything but didn't really add to the sense of 3D. I've pulled that out now. But also, I think the lighting just looks nicer on white surfaces because it shows the yellow co...
by PolyVox
Tue Jan 17, 2012 10:00 am
Forum: Showcase
Topic: Voxeliens - It's finally been released!
Replies: 27
Views: 10315

Re: Voxeliens - A voxel-based retro shooter

Thanks guys! wow looks awesome. love the way you generate colors on those tiny blocks, like the different shades of green blocks. Is that random or are you using some noise? It's just random noise (i.e. there is no pattern to it) where the colour of each voxel is varied a small amount from it's base...
by PolyVox
Mon Jan 16, 2012 11:05 am
Forum: Showcase
Topic: Voxeliens - It's finally been released!
Replies: 27
Views: 10315

Re: Voxeliens - A voxel-based retro shooter

There's no video yet but it's a popular request ;-) We'll try to get something out over the next few weeks.
by PolyVox
Sun Jan 15, 2012 11:52 am
Forum: Showcase
Topic: Voxeliens - It's finally been released!
Replies: 27
Views: 10315

Re: Voxeliens - A voxel-based retro shooter

Hey guys, we've added more screenshots of the game! This time we are showing off a new terain style (mountains) as well as a couple of new enemy types. Enjoy! Also, our RSS feed has moved! If you were following it you need to change to http://www.volumesoffun.com/feed/ . We'll try and set up a redir...
by PolyVox
Sun Jan 15, 2012 11:45 am
Forum: Showcase
Topic: voxelTerrain - marching cubes, transvoxel - demo - vid - src
Replies: 29
Views: 13270

Re: voxelTerrain - marching cubes, transvoxel - demo - vid -

Very interesting! A number of people have requested that I implement the transvoxel algorithm into my own voxel terrain library (PolyVox). I may do this in the future, but I wonder how well the algorithm works if you want each voxel to have a material as well as a density value. It seems to me that ...
by PolyVox
Sun Jan 15, 2012 11:34 am
Forum: Help
Topic: [SOLVED] Assertion Failed - PolyVox and OGRE
Replies: 10
Views: 1957

Re: Assertion Failed - PolyVox and OGRE

If you do determine there's a problem with PolyVox then please do let us know on the forums... we're keen to make sure everything works!
by PolyVox
Wed Jan 11, 2012 11:42 am
Forum: Help
Topic: [SOLVED] Assertion Failed - PolyVox and OGRE
Replies: 10
Views: 1957

Re: Assertion Failed - PolyVox and OGRE

I don't have an answer to you problem as I'm not that familier with the Ogre ManualObject, but I can throw out some ideas. 1) Can you get any information from the assert? Looking up the callstack, do you have a null pointer somewhere? 2) Are you doing any threading? I know people have had this probl...
by PolyVox
Wed Jan 11, 2012 11:42 am
Forum: Showcase
Topic: QtOgre Application Framework - Now using Qt 4.5
Replies: 292
Views: 156205

Re: QtOgre Application Framework - Now using Qt 4.5

Hi, I got several messages from you but decided to reply to this one to keep the information publicly viewable. The QtOgre framework is an application (not a library) so you need to build it from source code. The prebuilt binaries serve only as a demo. Are you able to build it from source yet? If so...