Here are another two asteroids:
Both asteroids are around 10 Km diameter. Extinction-Level-Event material for sure.
The lighting in both shots is a bit flat. It helps showing there is some color variation in these bodies. Also this is a new deferred renderer I'm trying out, did not have time to write any shadows and ambient occlusion for it.
Following one man's task of building a virtual world from the comfort of his pajamas. Discusses Procedural Terrain, Vegetation and Architecture generation. Also OpenCL, Voxels and Computer Graphics in general.
Monday, January 6, 2014
Thursday, January 2, 2014
Voxels in Space
Here is a teaser from a new Voxel Farm prototype:
This is taken from some sort of asteroid field. What seems to be a mountain range is the surface of an asteroid where the camera has landed. This one in particular is a few kilometers diameter.
As you can see these asteroids have quite interesting surfaces. And you can dig across them as you fly or walk by. If I had the extra time I would add some pew-pew lasers and rocks being blasted into space.
You can fly around and visit all these rocks. It is all seamless. We are also testing a new system for LOD transitions, where vertices morph gradually from one LOD to the next as you approach them. This makes LOD switches virtually unnoticeable.
The star in the distance is a modified version from this one in shadertoy.com
This is taken from some sort of asteroid field. What seems to be a mountain range is the surface of an asteroid where the camera has landed. This one in particular is a few kilometers diameter.
As you can see these asteroids have quite interesting surfaces. And you can dig across them as you fly or walk by. If I had the extra time I would add some pew-pew lasers and rocks being blasted into space.
You can fly around and visit all these rocks. It is all seamless. We are also testing a new system for LOD transitions, where vertices morph gradually from one LOD to the next as you approach them. This makes LOD switches virtually unnoticeable.
The star in the distance is a modified version from this one in shadertoy.com
Tuesday, December 10, 2013
Voxel Physics
Voxels are typically associated with creating content. As it turns out, they are quite useful when the time comes for destruction.
Voxels make it easier to break things. Imagine you fire a rocket into a column. You can blast a hole where the rocket hit. Using the column's voxels you could create several fragments of debris. If the column's ability to stand or support other things is compromised, voxels can tell you that. At this point you get even more fragments, which could impact other voxels generating more fragments and so on.
Since you are looking at volumetric data, computing the mass and other dynamic properties of these fragments is much easier. Imagine you have a very irregular shape, made of many different materials. For a proper physics simulation you need to figure out how much the thing weights. This is a trivial process if you are using voxels. Each voxel has a material assigned to it, the material's density tells you how much the voxel weights. The weight of the fragment is the sum of the weight of its voxels. And it is more than that, you can figure out where the mass center is. Imagine a fragment that is half rock, half styrofoam. The object's center of gravity is where the rock is concentrated. The styrofoam adds very little weight.
Here is a video showing a little bit of destruction. This is still in an early stage but hopefully you will get an idea of the potential.
This video was captured on my old PC, with an Intel i5 and an ATI 4770.
Voxels make it easier to break things. Imagine you fire a rocket into a column. You can blast a hole where the rocket hit. Using the column's voxels you could create several fragments of debris. If the column's ability to stand or support other things is compromised, voxels can tell you that. At this point you get even more fragments, which could impact other voxels generating more fragments and so on.
Since you are looking at volumetric data, computing the mass and other dynamic properties of these fragments is much easier. Imagine you have a very irregular shape, made of many different materials. For a proper physics simulation you need to figure out how much the thing weights. This is a trivial process if you are using voxels. Each voxel has a material assigned to it, the material's density tells you how much the voxel weights. The weight of the fragment is the sum of the weight of its voxels. And it is more than that, you can figure out where the mass center is. Imagine a fragment that is half rock, half styrofoam. The object's center of gravity is where the rock is concentrated. The styrofoam adds very little weight.
Here is a video showing a little bit of destruction. This is still in an early stage but hopefully you will get an idea of the potential.
This video was captured on my old PC, with an Intel i5 and an ATI 4770.
Wednesday, December 4, 2013
More statues
Here are other screenshots showing some statues. I did not create this cat statue. It was a model I found free for download on the web. In each case the model was voxelized and "pasted" into the scene.
Bringing components other have made beats sculpting them yourself. The question is how simple we can make this process for the average player.
Bringing components other have made beats sculpting them yourself. The question is how simple we can make this process for the average player.
Sunday, December 1, 2013
Golem
I was wondering how easy it would be to create a statue inside the demo, using only a spherical brush. I thought it would be nice if the creatures you sculpt could come to life. They could help you build or defend you against other creatures. I decided to give it a quick try.
I found it was not very easy. You certainly miss the toolset from programs like Zbrush, Mudbox or 3D-coat. I think we need better tools for a first-person editor. We certainly will be working on that.
Meanwhile, here is the stone golem I created. It took me around 20 minutes to build.
I found it was not very easy. You certainly miss the toolset from programs like Zbrush, Mudbox or 3D-coat. I think we need better tools for a first-person editor. We certainly will be working on that.
Meanwhile, here is the stone golem I created. It took me around 20 minutes to build.
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