Very nice.
Everytime I see an update here, I wonder to reboot my old voxel engine. I'm sure Thyandyr's one is great, but I prefer a more classic approach.
No signature provided yet.
Reboot your old voxel engine? Don't!
No offence but performance difference between old approach on making voxel engine and a modern one can be huge. I think it might be better if you stay focused on Allegro.
Sure rebooting your voxel engine might increase interest in Allegro as well since it is build on top of it but is it worth it? Do you think you can pull this off before your old approach becomes completely obsolete by new technology? Besides do we need two Voxel engines? I would rather have one of high quality rather than two of mediocre quality.
Maybe it would be even better if you get in touch with Thyandyr and work together on his. I'm sure he could benefit from your experience.
Version 1.6.1 is available.
What's new
- Create or modify voxels with advanced scripting (thanks to Remobject's PascalScript).
- Create auxiliary voxel buffers at start-up to avoid repetitive memory allocation and de-allocation.
- Paint-Editing preview changed to be more "eye-friendly". The borders of the rectangle that represents a voxel/pixel, are not black anymore. Instead we use a color similar to the color of the voxel itself.
- OpenGL rendering clean-up and fixes.
- Sprite export in 32 angles, sprite export dialog with many options.
Downloads
- Windows Executable and source code: https://sourceforge.net/projects/del...D_VOXEL_1.6.1/
- Scripting examples: https://sourceforge.net/projects/del...iles/Examples/
Screenshots
Great.
If sprite exporting can be done in simple bitmaps (i.e. PNG, TGA or similar) then it is perfect.
Also, allowing to save in VOX format would be great.
No signature provided yet.
When you select the PK3 output file and PNG as the sprite format, the sprites (in all angles) are exported in a PK3(actually zip) file as PNG Images.
Also the left / right / front otc views are actually a sprite-like representation of the voxel (isometric projection).
Other voxel formats are a little obscure to implement (tried to make a kvx export but it was much more tricky and difficult than reading them).
Haven't tried vox format. After some google search, I found some documentation at https://github.com/ephtracy/voxel-model/tree/master/vox.
Not sure that's the vox format I'm asking from. You can find a description with the Build Engine sources.
No signature provided yet.
Bookmarks