Topic:   AbsurdEngine Voxels   (Read 29345 times)


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WarHampster


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Re: AbsurdEngine Voxels
« Reply #15 on: August 25, 2012, 03:19:18 PM »
I've been working on packaging games based on the engine for distribution.

http://www.mediafire.com/?ty24xu0djcia4e0

Could someone let me know if this works on their intel mac?

Arrow keys move and pan, shift and option tilt, w and s float. Space spawns sprites.
« Last Edit: August 25, 2012, 03:21:20 PM by GMG WarHampster »

Zoo


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Re: AbsurdEngine Voxels
« Reply #16 on: August 25, 2012, 04:39:47 PM »
Works
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Gan


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Re: AbsurdEngine Voxels
« Reply #17 on: August 25, 2012, 05:34:49 PM »
Pretty cool.

Connors


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Re: AbsurdEngine Voxels
« Reply #18 on: August 25, 2012, 09:17:59 PM »
It works on the iMac. Cool stuff.
Warning: The above post may have been modified multiple times.

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Circuit


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Re: AbsurdEngine Voxels
« Reply #19 on: August 26, 2012, 02:09:37 AM »
It works well on my unibody Intel MacBook, and it looks awesome!  It has a magical and dreamlike feel to it.  When I move around the landscape, I can't "break it down" and explain how it was constructed, as I do with polygon graphics.  Very cool.  Also, I'm relieved to know that the man-pikachu is wearing track pants, and not his birthday pants as I previously believed.   ;D

Nothing seems to happen when I press either shift or option.  All of the other keys work though.

WarHampster


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Re: AbsurdEngine Voxels
« Reply #20 on: August 27, 2012, 12:20:17 AM »
Wow, thanks Circuit! That's exactly why I'm so interested in voxels.

Haha, friend of mine made that graphic for the last Glorious Trainwrecks Pirate Kart and I've been using it wherever placeholder art is needed.

Should have mentioned, it's the right shift/ option. Do those work?

Connors


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Re: AbsurdEngine Voxels
« Reply #21 on: August 27, 2012, 10:59:17 PM »
I noticed it seems to be constructed with a height map, since no platform is underneath or overlapping others. Will it render maps with multiple layers?
Also is each voxel one tall box or many stacked on top of each other?
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"In a great game, the character must never perfectly obey the user's command"
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http://connorspuzzles.tumblr.com/

WarHampster


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Re: AbsurdEngine Voxels
« Reply #22 on: September 01, 2012, 03:06:56 AM »
Oh, it can render arbitrary scenes (so overlapping, yes), but I haven't specified a data structure that supports that yet so yeah, you're seeing a height map.

The renderer works with vertical columns of voxels of the same color. So if I want a bunch of green voxels stacked on top of each other I give the renderer a green column however many voxels high.

Circuit


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Re: AbsurdEngine Voxels
« Reply #23 on: September 01, 2012, 11:13:48 PM »
Should have mentioned, it's the right shift/ option. Do those work?
Sorry I'm so late to answer your question WarHampster.  The answer is yes, those keys do work!  And it's a pretty cool effect, BTW.

WarHampster


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Re: AbsurdEngine Voxels
« Reply #24 on: September 07, 2012, 09:53:42 PM »
Basic voxel models are in. Here's a 3d curve thing:



What's important is that it can rotate independently.

Connors


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Re: AbsurdEngine Voxels
« Reply #25 on: September 07, 2012, 10:16:38 PM »
Why has it got holes innit?

JK Circuit it sounds really cool is there any chance of your posting a video?
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Re: AbsurdEngine Voxels
« Reply #26 on: September 07, 2012, 11:22:39 PM »
Oooooooooooooh.

The fact that it's purple, is that what distinguishes it and allows you to rotate it independently?

Connors


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Re: AbsurdEngine Voxels
« Reply #27 on: September 07, 2012, 11:42:29 PM »
*pink
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Re: AbsurdEngine Voxels
« Reply #28 on: September 07, 2012, 11:52:36 PM »
*Magenta

WarHampster


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Re: AbsurdEngine Voxels
« Reply #29 on: September 08, 2012, 02:49:42 AM »
It's magenta ;)

Model rendering is still very rough so next step is to clean up and optimize... then support for real voxel model formats.