Jump to content
  • Advertisement

PolyVox

Member
  • Content count

    625
  • Joined

  • Last visited

Community Reputation

712 Good

About PolyVox

  • Rank
    Advanced Member
  1. Might be worth checking this out: http://mosra.cz/blog/magnum.php
  2. PolyVox

    Approximation of Normals in Screen Space

    If I understand you correctly then you can use the ddx/ddy instructions to compute a per-pixel normal in the fragment shader:   http://c0de517e.blogspot.nl/2008/10/normals-without-normals.html   I also have a code snippet here:   http://www.volumesoffun.com/polyvox/documentation/0.2.1/manual/Lighting.html#normal-calculation-for-cubic-meshes   Note that you will typically end up with a faceted appearance rather than smooth shading (which is fine for my application).
  3. I'm not sure if you seen it (or if it's useful) but Game Engine Gems 3 had an article on doing traditional stencil shadows in the geometry shader. Maybe you can modify that? See it here: http://http.developer.nvidia.com/GPUGems3/gpugems3_ch11.html
  4. Hi all, We've just made a new release of our PolyVox voxel terrain engine. You can read about PolyVox here and see a list of projects using it here. Some key points: Written in C++ and available under the zlib license. Independent of graphics API or rendering engine. Can create both smooth and cubic-style terrain. Raycasting support for picking and ambient occlusion. Support for large volumes with compression and paging. Provides image processing operations (resampling, blurring, etc). Has an A* implementation for pathfinding through volume data. The new release contains a number of improvements to both the library and also to the surrounding development process. You can read the release announcement here: http://www.volumesoffun.com/polyvox-version-0-2-released/ Hope someone finds it useful :-)
  5. PolyVox

    gaussian curvature on a 3D mesh

    I'm afraid I don't know about that, I've only used it for basic mesh viewing really.
  6. PolyVox

    gaussian curvature on a 3D mesh

    MeshLab appears to have support for mean curvature: http://meshlabstuff.blogspot.nl/2010/03/mean-curvature-cavity-map-zbrush-and.html Not sure how similar that is but it's open source and may be a starting point...
  7. PolyVox

    Volumetric rendering engine or library

    You can check out: http://www.visualizationlibrary.org/ Also VTK might be interesting but it's quite heavyweight: http://www.vtk.org/ They'll both require some significant integration work I think...
  8. PolyVox

    More on Minecraft-type world gen

    Yep, very cool stuff. You've clearly got a lot of experience working with these kind of procedural systems. In the past I have wondered whether 3D Voronoi cells could make for an interesting network of underground caves. I imagine placing the caves along the edges (not the faces) of the cells, and maybe disrupting them with some noise. I suspect the regular design would make them look manmade rather than natural, but it could still be interesting.
  9. PolyVox

    Minecraft

    Very nice! I'm always glad to see people using my library. Do let me know if you have any questions/problems/suggestions. But I'm mostly interested in your rendering as the lighting looks nice. Do you have some ambient occlusion going on there, and if so what sort? Or maybe it's an offline rendering?
  10. PolyVox

    Digital Test Cards For Games

    Hey, very cool! You seem to have most stuff covered, though it might be interesting to include some HDR tests. Is it under any particular license? Creative commons, etc?
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!