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Member Since 05 Jul 2009
Offline Last Active Aug 28 2015 08:18 AM

Posts I've Made

In Topic: Voxel Ray Tracing

04 August 2015 - 10:10 AM

I thought the point of raytracing was to allow for more realistic light physics? The lighting in Voxelnauts is terribly washed out and dull.


Ray tracing can be used for that, but in this instance it's being used to render geometry instead of rasterizing polygons.

In Topic: Voxel Ray Tracing

03 August 2015 - 06:55 PM

Watching that VoxelNauts trailer again, they seem to have a pretty incredible draw distance going on. I wonder how beefy a card is required to pull that off?


Yea, that's why I think they are doing something different than just ray tracing the whole scene like Voxlap does.


I was thinking about how to ray tracing multiple chunks, but it would be more complicated than it's worth. Essentially it would increase complexity from N pixels to N pixels times X octrees. Either raytrace against each visible octree back to front, or utilize a depth buffer and only trace against the pixels that aren't occupied by a closer voxel.


The only viable way I can think of that they are handling it is essentially what I mentioned in my initial post. They are still rendering cubes in chunked octrees like Minecraft, but they are ray tracing on each fragment of the cube. This method seems like it would rid most of the benefits of ray tracing because it would still require frustum and occlusion culling, and high poly counts.

In Topic: Voxel Ray Tracing

02 August 2015 - 12:12 AM

A number of years ago for a TigSource competition I made this: https://www.youtube.com/watch?v=4ZRYqqyvFY8.  



Interesting way to handle the rendering, thanks for the info.




I found an example on Github of voxel ray marching with a fragment shader in GLES/Javascript and it runs surprisingly well. At 2560x1440 resolution, it stayed between 30 & 60 fps. 


Demo: http://wwwtyro.github.io/Voxgrind/examples/columns/ (Doesn't work in Chrome for me, but works great in Microsoft Edge)

Repo: https://github.com/wwwtyro/Voxgrind


This is one of the more straight forward implementations I've found

In Topic: Monogame: can't figure out the Matrix functions

20 May 2015 - 09:31 PM

Yep, that was the problem. Thanks for the help!

In Topic: Best engine/language for a ~2d golden sun/pokemon type game?

06 May 2015 - 08:02 PM

If you are learning/know C...that is good enough to get going. SDL is c-style library, so no compatibility issues or weird features