voxelTerrain2 - screenys - vid - source

A place to show off your latest screenshots and for people to comment on them. Only start a new thread here if you have some nice images to show off!
qwertzui11
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voxelTerrain2 - screenys - vid - source

Post by qwertzui11 »

Hey guys

site with source and documentation:
http://voxelterrain.com/

examples
https://github.com/qwertzui11/voxelTerrain/releases

screenies
Image
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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Re: voxelTerrain2 - screenys - download win32-demo

Post by drwbns »

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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Re: voxelTerrain2 - screenys - download win32-demo

Post by qwertzui11 »

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
Last edited by qwertzui11 on Fri May 24, 2013 6:48 am, edited 1 time in total.
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Re: voxelTerrain2 - screenys - download win32-demo

Post by Jabberwocky »

Great screenshot, cool stuff!
Image
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Re: voxelTerrain2 - screenys - download win32-demo

Post by qwertzui11 »

updated the first post with a youtube-video.

Have fun
Markus
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Re: voxelTerrain2 - screenys - download win32-demo

Post by qwertzui11 »

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.

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Re: voxelTerrain2 - screenys - download win32-demo

Post by drwbns »

Do you have plans to release the source or keep it closed source?
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Re: voxelTerrain2 - screenys - download win32-demo

Post by drwbns »

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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Re: voxelTerrain2 - screenys - download win32-demo

Post by qwertzui11 »

drwbns wrote:Do you have plans to release the source or keep it closed source?
definitly OS under a liberal license. However I'm still testing - sometimes it still has A-bugs, as u already recognised ;-)
It seems like ur from west-US? did u feel any latency?
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Re: voxelTerrain2 - screenys - download win32-demo

Post by drwbns »

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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Re: voxelTerrain2 - screenys - download win32-demo

Post by qwertzui11 »

Agree, the network component which updates transforms of "moveables" needs some improvement :D

thx 4 ur feedback
Have fun
Markus
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Re: voxelTerrain2 - screenys - download win32-demo

Post by Xypher »

Any chance we can get preview source with said liberal license?
Your work is amazing!
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Re: voxelTerrain2 - screenys - download win32-demo

Post by qwertzui11 »

thx.
I really should speed up my publishing. This time I wanna do the commenting and documentation before releasing the src ;-)

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Re: voxelTerrain2 - screenys - download win32-demo

Post by cloud »

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.
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Re: voxelTerrain2 - screenys - download win32-demo

Post by nevarim »

great work :D
i'm a noob until proven otherwise :D
used in my project ;) and thanks to everyone :D
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Re: voxelTerrain2 - screenys - download win32-demo

Post by qwertzui11 »

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.
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?
nevarim wrote:great work :D
Thx! Always motivating :D

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Re: voxelTerrain2 - screenys - download win32-demo

Post by qwertzui11 »

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
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Re: voxelTerrain2 - screenys - download win32-demo

Post by nevarim »

thanks for your work :D

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

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Re: voxelTerrain2 - screenys - download win32-demo

Post by mkultra333 »

Looks very interesting. What's the license? The github license page just says "// TODO"
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Re: voxelTerrain2 - screenys - download win32-demo

Post by qwertzui11 »

mkultra333 wrote:Looks very interesting. What's the license? The github license page just says "// TODO"
not sure yet, but will be something liberal.

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:
Image
http://voxel.markus-lanner.com/r/mesh-t ... lation.png
Image
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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Re: voxelTerrain2 - screenys - download win32-demo

Post by drwbns »

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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Re: voxelTerrain2 - screenys - download win32-demo

Post by qwertzui11 »

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.

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Re: voxelTerrain2 - screenys - download win32-demo

Post by qwertzui11 »

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.

Image
http://voxel.markus-lanner.com/r/voxel- ... terial.png

Have fun
Markus
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Re: voxelTerrain2 - screenys - download win32-demo

Post by qwertzui11 »

I finally found the spare time to a documentation for this lib.
http://voxelterrain.com

Any feedback is welcome
Have fun
Markus
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Re: voxelTerrain2 - screenys - download win32-demo

Post by xelon »

qwertzui11 wrote:I finally found the spare time to a documentation for this lib.
http://voxelterrain.com

Any feedback is welcome
Have fun
Markus
Is there any limits on the LOD number? I see you used 3 on your examples. What are the cons of using more LODS?
Also is the paging infinite? will it allow for "almost" infinite worlds?
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