http://astronomy.swin.edu.au/~pbourke/terrain/voxelworld
edit: new mirror added
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My screenshots :)
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Original Post
Heh, that's my old screenshots from my 100% software terrain engine with volumetrics,called Voxel World ,some of you already saw 'em,but...(!Yann!
)
Mirrors:
Review (http://astronomy.swin.edu.au/~pbourke/terrain/voxelworld)
my NEW site(i hope,fast)
my OLD site(damn slow)(but more shots)
and one shot:
http://astronomy.swin.edu.au/~pbourke/terrain/voxelworld
edit: new mirror added
.
edit2: clarification about mirrors.
[edited by - Dmytry on June 13, 2004 12:32:32 PM]
http://astronomy.swin.edu.au/~pbourke/terrain/voxelworld
edit: new mirror added
All I can say is: WOW!!!
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Q:What does a derived class in C# tell to it''s parent?
A:All your base are belong to us!
-----------------
SloGameDev.net | My homepage
Q:What does a derived class in C# tell to it''s parent?
A:All your base are belong to us!
ops,i haven't said that it also too SLOW to be used in game now.
1..3 FPS .(actually,comparing to most terrain renderers,it's very FAST as some non-realtime-graphics-programmer said
)
I just tried to make it looks better and ran out of CPU speed. Some day i will do it on GPU
.....
and this shot is post-processed 4Kx3K image that was resized down
and i can't do 4Kx3K on decent speed(it's 10 SPF or so).
[edited by - Dmytry on June 12, 2004 1:03:25 PM]
1..3 FPS .(actually,comparing to most terrain renderers,it's very FAST as some non-realtime-graphics-programmer said
I just tried to make it looks better and ran out of CPU speed. Some day i will do it on GPU
and this shot is post-processed 4Kx3K image that was resized down
[edited by - Dmytry on June 12, 2004 1:03:25 PM]
that looks pretty tight, just one question though: how did you do that hazey fog stuff?
[~aussie]
[~aussie]
Would this be difficult to implement in hardware?
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That's great! I set the one you posted here as my wallpaper. Do you have any high-res snow ones? I would prefer a snow one for my wallpaper.
Edit: Found one
Helps if I actually look on the site properly.
[edited by - __Daedalus__ on June 12, 2004 5:11:31 PM]
Edit: Found one
[edited by - __Daedalus__ on June 12, 2004 5:11:31 PM]
Wow,how many replies! Thanks!
i''m moving my site,
http://dhost.info/dmytry/voxelworld/images.html
I hope it faster than old.(i just can''t mantain my old site because of it''s speed)
I know. I did decision several months ago-keeping going to quality till it will be good enough,then optimizations and GPU to make it fast enough.
and can you show realtime examples?
I actually started from realtime blockly landscape renderer and then i did many things to make it look better,but tried to keep it fast.I almost successed.I need just only _one_ order of magnitude,damn.It''s 100..500 times faster than most non-realtime engines.
My current engine just can''t normally handle overhangs(best non-realtime renderer _should_ have overhangs),and next time i will do completly new non-realtime engine(minutes and hours per image,that''s non-realtime) that will be able to do everything.
I did some experiments

if no image

if no image

if no image
and maybe in next year,if everything will be OK....
I know good non-realtime renderers(imho best non-realtime renderers: MojoWorld and Terragen ) but don''t know too much about good realtime ones.
i''m moving my site,
http://dhost.info/dmytry/voxelworld/images.html
I hope it faster than old.(i just can''t mantain my old site because of it''s speed)
quote:
Real time engine, or non real time. Right now, there are better looking non real time renderers, and faster, equally better looking real time renderers.
I know. I did decision several months ago-keeping going to quality till it will be good enough,then optimizations and GPU to make it fast enough.
and can you show realtime examples?
I actually started from realtime blockly landscape renderer and then i did many things to make it look better,but tried to keep it fast.I almost successed.I need just only _one_ order of magnitude,damn.It''s 100..500 times faster than most non-realtime engines.
My current engine just can''t normally handle overhangs(best non-realtime renderer _should_ have overhangs),and next time i will do completly new non-realtime engine(minutes and hours per image,that''s non-realtime) that will be able to do everything.
I did some experiments

if no image

if no image

if no image
and maybe in next year,if everything will be OK....
I know good non-realtime renderers(imho best non-realtime renderers: MojoWorld and Terragen ) but don''t know too much about good realtime ones.
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