IOTD: VoxRend, again...
VoxRend, again..., by Niunio
Here you have, some screenshots from my VoxRend graphic engine. I know they aren't so spectacular than Ken Silverman's Voxlap ones (http://www.advsys.net/ken/voxlap.htm) but, as far as I know, VoxRend is the only one 3D full-voxeled engine for Allegro .
I want to release the unfinished version 0.2 before September, because I'll be too bussy the next months and I want to know what do you think about it and get some feed-back and sugestions from the Allegro's Gaphic Gurus before release the full 1.0.
The current version uses two tilemaps to build the roof and the ceiling (top images), using 8 bit bitmaps to define the height of each voxel (this would change on future versions). This allows 256 values, but each tile can be raised from -65536 to 65535. It's allowed to put 'gaps' in the tilemap to build abyss and outside scenaries. The render algorithm was hacked from my UOVLR demo, published at Pixelate #14
(http://www.pixelate.co.za/issues/14/articles/voxel/voxel.html) so you should read it.
The last code I added allows to put and render full-voxeled objects (bottom-left image). The library can load and save VOX files, the file format used in games as Blood, Shadow Warrior or the latest ports of Duke Nukem 3D.
I've wrote an small tool that creates VOX objects using several bitmaps as environment-map and an utility to browse VOX files (bottom-right image).
Before to release it, I'll put code to spin objects arround his vertical axis
and some simple optimization, currently working on paper .
In version 1.0, I want to add customizable fog effect, sprite-sprite collision, ray-sprite/voxel collision, paralaxed background/ceil effect and better optimised renderer code, specially at object render. I know it won't be so fast, spectacular or flexible than other 3D engines, but I'm learning and amusing a lot writting it and I hope you'll amuse a lot using and hacking it.
And, please, don't tell me voxels are dead: they aren't }:-).
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