Integration with Polyvox

Expanding and utilizing the engine via C++.
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saindd
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Joined: Wed Apr 15, 2015 3:20 am
by saindd » Mon Sep 28, 2015 8:24 pm
Does anyone know if the T3D integration with Polyvox was finished? Bill Vee was working on this, but apparently abandoned the project, without releasing any examples or source. This would be a very nice addition to the codebase. :D

https://bitbucket.org/volumesoffun/polyvox/
Johxz
Posts: 444
Joined: Sat Feb 07, 2015 11:37 pm
by Johxz » Mon Dec 28, 2015 8:07 am
Yes was advance but not "finished"... he is now using unreal engine.

See for yourself
https://twitter.com/DayOfWar
http://www.volumesoffun.com/phpBB3/view ... f=18&t=470
Duion
Posts: 1603
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Mon Dec 28, 2015 1:07 pm
I asked some programmers, if they can integrate it and if for how much, they said, they would do it for around $1000.
Maybe Bill Vee will sell his integration, but I was not able to contact him.
So how about a crowdfunding campaign?
Johxz
Posts: 444
Joined: Sat Feb 07, 2015 11:37 pm
by Johxz » Tue Dec 29, 2015 2:21 am
Good to know @
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Duion
. We need to try to contact again Bill Vee and try to bought and then try to "finished" we some other programmer or at least that Bill try to "finished". I think the goal is reachable..
Timmy
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Joined: Thu Feb 05, 2015 3:20 am
by Timmy » Tue Dec 29, 2015 6:36 am
What where you guys after, the smooth terrain (like what bill vee did) or the minecraft block style?
Duion
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by Duion » Tue Dec 29, 2015 2:01 pm
None of those, I think the main feature is the voxel terrain which can be edited, if you render it smooth or like minecraft is optional.
Second feature that people may want is terrain paging.
Timmy
Posts: 378
Joined: Thu Feb 05, 2015 3:20 am
by Timmy » Tue Dec 29, 2015 2:48 pm
Well it has to be rendered like something doesn't it, polyvox supports only the two i mentioned ;)

To quote the official documentation on surface extraction
Generates a triangle mesh from the input volume data which can then be used for rendering.
* Supports Minecraft style terrain where each voxel is represented by a cube.
* Supports smooth terrain via the Marching Cubes algorithm.
Duion
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Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Tue Dec 29, 2015 3:29 pm
Yes, but if you would want only the rendering, you could do that in blender and export as static mesh into the engine, the main feature is to have it all inside the game engine.
Timmy
Posts: 378
Joined: Thu Feb 05, 2015 3:20 am
by Timmy » Tue Dec 29, 2015 11:09 pm
Aah you want something like the feature set in Cubiquity. Funny enough they are dumping support for the smooth terrain part from Cubiquity and focusing only on block style. Something about the work involved supporting both and creating different editing features for both is just too time consuming.
Duion
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Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Wed Dec 30, 2015 2:32 am
Why you would want simple blocks, if you can have smooth marching cubes?
It may be a bit hard to integrate into the game mechanics, but having a volumetric terrain in the editor would be a big advance, since you could have cliffs and caves.
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