voxelTerrain2 - screenys - vid - source
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- Halfling
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voxelTerrain2 - screenys - vid - source
Hey guys
site with source and documentation:
http://voxelterrain.com/
examples
https://github.com/qwertzui11/voxelTerrain/releases
screenies
http://voxelterrain.com/voxel_primitive.png
http://voxelterrain.com/voxel_primitive_wire.png
http://voxelterrain.com/voxel_noise.png
vid (the lags occur because of the video-recording-software; without it works fluently )
[youtube]stqgZTws_Z8[/youtube]
https://www.youtube.com/watch?v=stqgZTws_Z8
For the last weeks I was doing a reimplemtation of my voxelTerrain ( http://www.ogre3d.org/forums/viewtopic.php?f=11&t=68450 ).
Now it comes with the following features:
- surface with marching-cubes
- everything is async and gets done in background (optional all serial and in foreground)
- lod with transvoxel
- physics
- sync in various forms (file, network, db)
- bzip2 compression for sync
- highly threaded (CPU using boost::thread && boost::asio)
- paging
- voxel-on-demand
- serialization
The goal was to implement a highspeed implementation for very large, fully editable terrain.
Have fun
Markus
site with source and documentation:
http://voxelterrain.com/
examples
https://github.com/qwertzui11/voxelTerrain/releases
screenies
http://voxelterrain.com/voxel_primitive.png
http://voxelterrain.com/voxel_primitive_wire.png
http://voxelterrain.com/voxel_noise.png
vid (the lags occur because of the video-recording-software; without it works fluently )
[youtube]stqgZTws_Z8[/youtube]
https://www.youtube.com/watch?v=stqgZTws_Z8
For the last weeks I was doing a reimplemtation of my voxelTerrain ( http://www.ogre3d.org/forums/viewtopic.php?f=11&t=68450 ).
Now it comes with the following features:
- surface with marching-cubes
- everything is async and gets done in background (optional all serial and in foreground)
- lod with transvoxel
- physics
- sync in various forms (file, network, db)
- bzip2 compression for sync
- highly threaded (CPU using boost::thread && boost::asio)
- paging
- voxel-on-demand
- serialization
The goal was to implement a highspeed implementation for very large, fully editable terrain.
Have fun
Markus
Last edited by qwertzui11 on Tue Apr 28, 2015 9:52 am, edited 11 times in total.
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- Orc Shaman
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Re: voxelTerrain2 - screenys - download win32-demo
Very cool looking, I'll give it a test run when I can. What type of paging is implemented? Does this depend on any Ogre interfaces?
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- Halfling
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Re: voxelTerrain2 - screenys - download win32-demo
1) would be happy about any testing.
2) demand paging
3) nope. Depends on boost::thread, boost::asio, boost::system, boost::serialization, boost::io_streams and boost::file_system - for profiling boost::chrono and for logging boost::date_time. ofc there's a small layer for creating ogre3d hardwareBuffer/mesh/entity/node and a small bullet layer for the physics-collisionObject(s). And it depends on some C++11 features (enum class, constexpr)
Tested compilers are gcc 4.7.0, 4.7.2, 4.7.3 and mingw32 4.7.2. Crosscompiling with mingw32 was easier than i thought, even compiling boost from source with mingw32 was quite easy.
Have fun
Markus
2) demand paging
3) nope. Depends on boost::thread, boost::asio, boost::system, boost::serialization, boost::io_streams and boost::file_system - for profiling boost::chrono and for logging boost::date_time. ofc there's a small layer for creating ogre3d hardwareBuffer/mesh/entity/node and a small bullet layer for the physics-collisionObject(s). And it depends on some C++11 features (enum class, constexpr)
Tested compilers are gcc 4.7.0, 4.7.2, 4.7.3 and mingw32 4.7.2. Crosscompiling with mingw32 was easier than i thought, even compiling boost from source with mingw32 was quite easy.
Have fun
Markus
Last edited by qwertzui11 on Fri May 24, 2013 6:48 am, edited 1 time in total.
- Jabberwocky
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Re: voxelTerrain2 - screenys - download win32-demo
Great screenshot, cool stuff!
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- Halfling
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Re: voxelTerrain2 - screenys - download win32-demo
updated the first post with a youtube-video.
Have fun
Markus
Have fun
Markus
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- Halfling
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Re: voxelTerrain2 - screenys - download win32-demo
added a release-build for linux64. Successfully tested on Ubuntu 12.04 amd64 (LTS), Ubuntu 13.04 amd64 and Fedora. Please checkout the "dependencies" file before running ./start.
Have fun
Markus
Have fun
Markus
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- Orc Shaman
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Re: voxelTerrain2 - screenys - download win32-demo
Do you have plans to release the source or keep it closed source?
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- Orc Shaman
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Re: voxelTerrain2 - screenys - download win32-demo
I tested it, and it was running good until someone else joined. We were shooting balls at each other and then my client crashed good fun though
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- Halfling
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Re: voxelTerrain2 - screenys - download win32-demo
definitly OS under a liberal license. However I'm still testing - sometimes it still has A-bugs, as u already recogniseddrwbns wrote:Do you have plans to release the source or keep it closed source?
It seems like ur from west-US? did u feel any latency?
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- Orc Shaman
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Re: voxelTerrain2 - screenys - download win32-demo
Yeah, there was some latency, I think a little more latency after you ( or someone else ) joined and was firing balls also. I'm on a pretty decent cable connection which is probably faster than the average user but it was still playable
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- Halfling
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Re: voxelTerrain2 - screenys - download win32-demo
Agree, the network component which updates transforms of "moveables" needs some improvement
thx 4 ur feedback
Have fun
Markus
thx 4 ur feedback
Have fun
Markus
- Xypher
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Re: voxelTerrain2 - screenys - download win32-demo
Any chance we can get preview source with said liberal license?
Your work is amazing!
Your work is amazing!
Ubuntu Studio 13.04 64-bit
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GCC 4.8.1
Ogre3D 1.8.1
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- Halfling
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Re: voxelTerrain2 - screenys - download win32-demo
thx.
I really should speed up my publishing. This time I wanna do the commenting and documentation before releasing the src
Markus
I really should speed up my publishing. This time I wanna do the commenting and documentation before releasing the src
Markus
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- Gremlin
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Re: voxelTerrain2 - screenys - download win32-demo
In the switch between lods I 'think' I noticed the vertices jumping, so my question, are you actually interpolating position of low lod vertex positions based on a high lod resolution grid? or do you have 2 grids effectively, cause you can get a nicer look if you just interpolate the high lod, if indeed thats not what your doing.
- nevarim
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Re: voxelTerrain2 - screenys - download win32-demo
great work
i'm a noob until proven otherwise
used in my project and thanks to everyone
Ogre 3d
Mygui
Skyx
Hydrax
MOC
CCS
used in my project and thanks to everyone
Ogre 3d
Mygui
Skyx
Hydrax
MOC
CCS
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- Halfling
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Re: voxelTerrain2 - screenys - download win32-demo
Yes ur right, when the camera is away far enough, the lod simply jumps to a higher one. Thx for the tip, I'll look into that. Got a nice link, for a good algorithm?cloud wrote:In the switch between lods I 'think' I noticed the vertices jumping, so my question, are you actually interpolating position of low lod vertex positions based on a high lod resolution grid? or do you have 2 grids effectively, cause you can get a nicer look if you just interpolate the high lod, if indeed thats not what your doing.
Thx! Always motivatingnevarim wrote:great work
Have fun
Markus
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- Halfling
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Re: voxelTerrain2 - screenys - download win32-demo
Hi all
I finally found the time to refactor my second version of the voxel terrain and push it to github:
https://github.com/qwertzui11/voxelTerrain
Checkout this simple example of how to use the library. It uses 4 threads for a for a large editable voxel-terrain. (needs boost, ogre3d and ois)
https://github.com/qwertzui11/voxelTerr ... n.cpp#L192
In the next days I wanna comment the classes, create a doxygen-doc and create an "edit" for "waterthight-mesh to voxel".
Tested compilers are gcc-4.7.2, gcc-4.8.1, mingw-4.8 and clang-3.4.
Any feedback would be appreciated
Markus
I finally found the time to refactor my second version of the voxel terrain and push it to github:
https://github.com/qwertzui11/voxelTerrain
Checkout this simple example of how to use the library. It uses 4 threads for a for a large editable voxel-terrain. (needs boost, ogre3d and ois)
https://github.com/qwertzui11/voxelTerr ... n.cpp#L192
In the next days I wanna comment the classes, create a doxygen-doc and create an "edit" for "waterthight-mesh to voxel".
Tested compilers are gcc-4.7.2, gcc-4.8.1, mingw-4.8 and clang-3.4.
Any feedback would be appreciated
Markus
- nevarim
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Re: voxelTerrain2 - screenys - download win32-demo
thanks for your work
just for to know you never think to add a class for to create a line point to point and add voxel on that line? (for create bridge of terrain between canyon)
ill test voxe soon
Neva
just for to know you never think to add a class for to create a line point to point and add voxel on that line? (for create bridge of terrain between canyon)
ill test voxe soon
Neva
i'm a noob until proven otherwise
used in my project and thanks to everyone
Ogre 3d
Mygui
Skyx
Hydrax
MOC
CCS
used in my project and thanks to everyone
Ogre 3d
Mygui
Skyx
Hydrax
MOC
CCS
- mkultra333
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Re: voxelTerrain2 - screenys - download win32-demo
Looks very interesting. What's the license? The github license page just says "// TODO"
"In theory there is no difference between practice and theory. In practice, there is." - Psychology Textbook.
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- Halfling
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Re: voxelTerrain2 - screenys - download win32-demo
not sure yet, but will be something liberal.mkultra333 wrote:Looks very interesting. What's the license? The github license page just says "// TODO"
After one coffee pot I managed to write a simple algorithm for "mesh to voxel". The difficult part has been, generating some nice interpolation values, without using expensive primitve interpolation-algos.
The performance is O(triangle-count) for initialisation (rTree-building) and O(numVoxel) for voxelCreation(multi-threaded).
The screenshots renders the result and the input-mesh (white), lying above each other; so u can see the results of the interpolation.
once without interpolation:
http://voxel.markus-lanner.com/r/mesh-t ... lation.png
http://voxel.markus-lanner.com/r/mesh-to-voxel.png
Have fun
Markus
// edit: fixed performance
Last edited by qwertzui11 on Sun Dec 22, 2013 4:56 pm, edited 1 time in total.
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- Orc Shaman
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Re: voxelTerrain2 - screenys - download win32-demo
Any plans to add mesh extraction? This could be really useful for a 3d world editor if the size and shape of the input can be changed.
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- Halfling
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Re: voxelTerrain2 - screenys - download win32-demo
in my opinion creating tools to create worlds r a lot of (difficult) work. Their would have to be a lot of brushes, sugar and support. I suggest using a 3d-tool like blender to create ur world and import it afterwards as mesh->voxel to ur game.
Have fun
Have fun
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- Halfling
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Re: voxelTerrain2 - screenys - download win32-demo
Hey.
Added the feature "custom voxels" which makes it possible to add any information to a voxel.
In the following example, I added a colour-value to each voxel and rendered it as ambient/diffuse colour.
http://voxel.markus-lanner.com/r/voxel- ... terial.png
Have fun
Markus
Added the feature "custom voxels" which makes it possible to add any information to a voxel.
In the following example, I added a colour-value to each voxel and rendered it as ambient/diffuse colour.
http://voxel.markus-lanner.com/r/voxel- ... terial.png
Have fun
Markus
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- Halfling
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Re: voxelTerrain2 - screenys - download win32-demo
I finally found the spare time to a documentation for this lib.
http://voxelterrain.com
Any feedback is welcome
Have fun
Markus
http://voxelterrain.com
Any feedback is welcome
Have fun
Markus
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- Halfling
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Re: voxelTerrain2 - screenys - download win32-demo
Is there any limits on the LOD number? I see you used 3 on your examples. What are the cons of using more LODS?qwertzui11 wrote:I finally found the spare time to a documentation for this lib.
http://voxelterrain.com
Any feedback is welcome
Have fun
Markus
Also is the paging infinite? will it allow for "almost" infinite worlds?
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