Voxel Engine #3 - Military Color / Height Map

Поділитися
Вставка
  • Опубліковано 4 лют 2021
  • Find Your Sanity. Feb 5, 2021.
    Custom software voxel engine.
    Originally made for Global Game Jam 2021.
    3. Example voxel color/height map from Comanche 4 (I believe).
    Built from scratch using MonoGame / XNA.
    Using assets from:
    - Comanche Maximum Overkill
    - random atmosphere picture borrow & processed
    My playlists:
    --------------------
    - Voxel: youtu.be/watch?v=XCVWEuhCCDM&...
    - Road: youtu.be/watch?v=ck5ALX11YU4&...
    - Ray Casting 3D: youtu.be/watch?v=zjswXUTMP2o&...
    - Side-Scroll Shmup: youtu.be/watch?v=fF4X8zN-Raw&...
    - MonoGame Tutorial: • XNA MonoGame Tutorial ...
    My websites:
    ---------------------
    - my GitHub: github.com/JDoucette
    - my company: xona.com
    - my Blog: thefirstpixel.com
  • Ігри

КОМЕНТАРІ • 12

  • @eininternetuser8243
    @eininternetuser8243 2 роки тому +3

    Very cool. I always loved that "rough" look of heightmap voxels.

    • @JDoucette
      @JDoucette  2 роки тому

      People say this reminds them of SNES Mode-7. But that was just a bilinear texture mapper, so it could not do heightmaps. It has to be that rough look you refer to.

    • @SerBallister
      @SerBallister 6 місяців тому

      @@JDoucetteSNES was using affine texture mapping, the N64 was the one with bilinear (+trilinear). Affine mapping gives way to aliasing, which I suppose is what reminds them of your voxel renderer. Good work btw!

    • @JDoucette
      @JDoucette  6 місяців тому

      @@SerBallister Yikes, I used the wrong term. I meant bilinear as in bi-linear as in going through X linearly and Y linearly, through the texture. That is, the X,Y delta step through its 1024x1024 (128x128 * 8x8) was constant. Of course you are using the correct terms: affine meaning linear interpolation (vs perspective with that divide by Z), and that bilinear & trilinear are the terms we use for interpolation between texels (and mipmap levels). I bet I've said "bilinear" a lot when referring to this linear interpolation stepping in X and Y. I'll have to be more conscious of this terminology. Thank you kind sir.

    • @JDoucette
      @JDoucette  6 місяців тому

      @@SerBallister (I guess technically, it is a LERP in 2 ways, so maybe it is actually technically accurate? I.e. The same thing is done for affine texture mapping and also for bilinear coloring inside texels... But it's definitely confusing to use the same term for 2 things, when there are existing well known terms that describe the process. I guess I always think from an implementation stand point, so I've likely referred to my own voxel engine with the same bilinear terminology.)

  • @NIL-Shadow-VI
    @NIL-Shadow-VI 7 місяців тому +1

    hello, your video is interesting because I am looking for a motor for that, what is the voxel motor model? thanks ^^ :)

    • @JDoucette
      @JDoucette  7 місяців тому +1

      Hi there. When you say "motor", do you mean the camera controller? How the camera is moving? Or are you referring to the engine (another name for motor) itself -- the rendering portion of converting the height/color information into a 3D voxel landscape?

  • @boyfinn6751
    @boyfinn6751 3 роки тому +2

    Is this one of those vertical line voxel renderers?

    • @JDoucette
      @JDoucette  3 роки тому +1

      Yes. It scans from front to back, only drawing what you see, never redrawing any pixel twice. Each vertical line independent of the others. It's a remake of an old 1995-96 engine I made in Mode-X (VGA) in assembly/machine language. I should put some videos of that online actually as a nice comparison. I want to keep the blocky/retro look.

    • @boyfinn6751
      @boyfinn6751 3 роки тому

      @@JDoucette I've just recently made one of these in C#, First using a directDraw api for C# and now i've remade it in monogame. How do you get such a cubic look for the vertical lines? In my implementation the lines often look choppy and non uniform. Also, is this drawn on the cpu on multiple threads?

    • @JDoucette
      @JDoucette  3 роки тому

      @@boyfinn6751 This is C# MonoGame as well. It's entirely computed on the CPU, just a single thread. I render to low resolution screen, and upscale it to fill the screen. It appears as cubes/voxels up close since I step through the texture slower when near.