Ken Silverman has just released Voxlap library - his voxel engine. Being much different from polygonal engines, it allows making completely different kind of games, so I thought you might be interrested in it.
You can download it from this page:
http://www.advsys.net/ken/voxlap/voxlap04.htm
You can also take a look at CaveDemo made by Tom Dobrowolski, which uses this library:
http://ged.ax.pl/~tomkh/vox1_en.htm
Both pages have also some nice screenshots, if you'd like to look at some results before downloading anything.
Me and Tom are also considering running a small SpeedHack-like compo using this library - what do you think about it?
OS: Microsoft Windows 98/ME/2K/XP
DirectX 8.0 or above
Compiler: Microsoft Visual C/C++ 6.0 or above.
I haven't played with it yet, but I think that MinGW should be able to make use of this library. Lack of Linux support is painful, though.
It leads me to believe it uses some P3-specific instructions.. which AFAIK can only be done with inline (or pure) assembly. AFAIK, MinGW can't use VC inline asm.
Since engine is given in compiled form, you should be able to use VC++ .lib file in MinGW.
You can't use .lib files with MSVC, but you should be able to compile it with MSVC into a dll and generate a .a export lib from the dll for use with mingw.
Some .lib files work with MinGW (if you rename them to lib*.a), but that is irrelevant to me since I don't have Windows.
How'd you get updated so fast?
You can't use .lib files with MSVC, but you should be able to compile it with MSVC into a dll and generate a .a export lib from the dll for use with mingw.
Engine is provided as compiled .obj files, and MinGW seems to ba able to link with them (I haven't checked, but DevC++ lists it as supported object file extension).
How'd you get updated so fast?
Tom, who works with Ken, is my friend at uni.
I love voxels!
I'm sorry, but I think that with modern gfx cards polygon engines are the best way to go.
You're probably right, but it still looks fun. Plus, everything is fully 3d--terrain included. You could do some cool stuff with that.
I was looking on the site for info about the api. What model formats are supported if any? How do you create content?
I'm sorry, but I think that with modern gfx cards polygon engines are the best way to go.
At the moment, probably yes, but who knows what it will be like in the future. Also some things still can work better with this engine, with most obvious ones being Worms/Liero 3D.
How do you create content?
Well, this probably isn't what you want, but I was playing around in the demo and discovered you can create objects and texturize them by clicking the space bar in game, and using some other keys. ..Although, this is probably already in the readme..
I'm sorry, but I think that with modern gfx cards polygon engines are the best way to go.
I like the look of the voxel engine. Instead of crisp and clear, every single block and pixel has a purpose.
Voxels are ok at a distance but maybe there could be a way to have half voxels, like triangular in a way that it's a voxel cut in half down the edges. These could be placed on the outer edges and "antialias" the voxel edges a bit, it's just that up close it looks too blocky to me. Who knows what the future of voxel technology holds though.
I'm sorry, but I think that with modern gfx cards polygon engines are the best way to go.
At the moment, probably yes, but who knows what it will be like in the future.
Well, supposedly triangle raster engines scale like O(n) while raytracer engines scale like O(log n)
the readme said:
| OS: Microsoft Windows 98/ME/2K/XP
| DirectX 8.0 or above
| Compiler: Microsoft Visual C/C++ 6.0 or above.
VoxRend needs a much more small system, and is really really really cross-platform... and, uh, is mine.;D
P.S.: Ok, it isn't finished, but it will.