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Re: What are you working on? [Re: txesmi] #451537
05/10/15 12:00
05/10/15 12:00
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
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txesmi  Offline
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Hiporope and its pain

Re: What are you working on? [Re: txesmi] #451605
05/12/15 19:56
05/12/15 19:56
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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Germany, BW, Stuttgart
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Visit my site: www.masterq32.de
Re: What are you working on? [Re: MasterQ32] #451623
05/13/15 21:00
05/13/15 21:00
Joined: Mar 2012
Posts: 927
cyberspace
W
Wjbender Offline
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Wjbender  Offline
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Joined: Mar 2012
Posts: 927
cyberspace
@ masterq32 looks weirdly familiar ,don't know why .

but it looks cool.

@all

I have just finished completely rewriting my chunking system for my polygonal representation of a voxel world .

my new chunking system now , is fully dynamic ,in every axis direction , fully 3d in to negative and positive space, but now comes the distance management to add and remove those chunks as needed to give the impression of infinity, this is where it could get hairy if I dont manage it efficiently .

Note:
this test ,does not include any distance based management so frame rates and memmory could drop badly under stress .

the log may slow performance down aswell as d3d line display mode , currently theres a couple of un needed performance stresses because of the testing process and because I just finished re-coding ...

bug I know of :
when creating a tile on the inside of a chunk border , it needlessly creates a new chunk which is only supposes to be created if the border block already existed..

space -remove
shift -add
x - remove chunk
f6 - d3d_lines off
f5 - d3d_lines on

http://wikisend.com/download/543796/DN4DynVoxeltest.zip

nothing to look at yet , just functionality test.


Last edited by Wjbender; 05/13/15 21:17.

Compulsive compiler
Re: What are you working on? [Re: Wjbender] #451626
05/13/15 22:29
05/13/15 22:29
Joined: Apr 2005
Posts: 1,988
Canadian, Eh
DLively Offline
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Canadian, Eh
@Txesmi: Looks good! To bad that's the last one laugh
@MasterQ32: That looks awesome man! very beautiful style you have!
@Wjbender: Sweet. Are you planning on combining 3D Models with your world?

I've been working on my website.. which I've been cramming with resources...
http://www.cgforfree.com

Last edited by DLively; 05/14/15 07:07.

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Re: What are you working on? [Re: DLively] #451634
05/14/15 10:19
05/14/15 10:19
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
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Hiporope and its pain
The last is never really the last grin


highpoly mesh

Re: What are you working on? [Re: DLively] #451635
05/14/15 10:20
05/14/15 10:20
Joined: Mar 2012
Posts: 927
cyberspace
W
Wjbender Offline
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Wjbender  Offline
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Joined: Mar 2012
Posts: 927
cyberspace
@dlively thats great , do you also allow people to sell there ? you could say allow users to sell but by agreeing you take a percentage of their sale for using your web services .

I am not sure yet where I am going with it , I thought I like to split the project in to two or more branches fir separate types of projects based on voxels , like one minecraft type terrain ,one where I try and turn it in to real terrain surfaces , and what ever else comes to mind..

with the help of the log and c# debugger I finally figured out the bug ,turns out it produced a hell of a lot of unseen un-needed chunks and stresses.

glad to stil see gs users go through such extra lengths

@txesmi he's gotta have a rocket pack or back pack right ?

Last edited by Wjbender; 05/14/15 10:21.

Compulsive compiler
Re: What are you working on? [Re: DLively] #451636
05/14/15 10:22
05/14/15 10:22
Joined: Dec 2011
Posts: 1,823
Netherlands
Reconnoiter Offline
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Posts: 1,823
Netherlands
@DLively, I like the frontpage, the other things could use some work. Some pages are not consistent, the different pages differ from style. Also some text is a bit hard to read. Never do black on a dark background (dark green in this case). I would make all the text black except the title+subtitle of the site (the one in the top left corner) and make the background completely white like you did on the news section. Lastly change button appearance when the mouse hovers over them tongue . So in short, I would suggest making the 'shop' and 'free' pages similar to the frontpage. gl and good job so far laugh

ps: I like the first pic with the editor stuff.

@txesmi, bomberman? grin


Last edited by Reconnoiter; 05/14/15 10:23.
Re: What are you working on? [Re: Reconnoiter] #451640
05/14/15 11:21
05/14/15 11:21
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
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txesmi  Offline
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Posts: 1,337
Hiporope and its pain
He is the driver of the first ship I showed, the buggy shapped one. Been sit on the ship only shows the head, the arms and the upper front part of the model.

Re: What are you working on? [Re: txesmi] #451653
05/15/15 10:44
05/15/15 10:44
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
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txesmi  Offline
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Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
Merging meshes (3dsmax fast renders)




click to enlarge


Taking into account that the concept flow over big heads and small machines, I feel the head too big. What do you think?

Re: What are you working on? [Re: txesmi] #451654
05/15/15 11:34
05/15/15 11:34
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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3run  Offline
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Joined: May 2009
Posts: 5,370
Caucasus
Wjbender@ I tested your "voxel" demo, and I have to say it works great! I've been toying around removing/creating tiles and I got constant 60 fps (well, sometimes I got fps drop to 59 for a few seconds, when I was editing blocks too aggressively).

Originally Posted By: txesmi
Taking into account that the concept flow over big heads and small machines, I feel the head too big. What do you think?
It looks awesome to me. BTW, would be nice to see that big head leaning from side to side while rotating vehicle fast.

Best regards! laugh


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