How do you get your long, curvy tunnels? Perlin Noise maybe? And if so, what do you set your Amplitude, Frequency, etc. to? I keep getting large open spaces instead of twisting tunnels like you have.
Also, I found that many 16x16x16 chunks in a column perform worse than one large column chunk. What are your views on this?
Also, I don't recall you showing the initial generation here. Does it take very long? Does it lag much?
Sorry for so many questions! I am going to watch your other vids now.
No worrys, i will put something up on youtube when its ready :)
I will be using the SunBurn engine in the end(haven't implemented it yet), so i think the lightning, HDR and shadowing would make my engine look closer to the version BamYazi is doing for XBox360.
so are you planning on making a game and sell, or was it more an impulse to try and make the engine for fun? :)
@FranticEntertainmen i'm just making the engine as a good excuse to learn XNA / Directx. I'm quite amazed at what you can do with Visual Basic nowadays :)
I also loved the 'Minecraft' idea of a fully destructible / buildable world.
If it turns into a 'proper' game then that's a bonus!
I'm interested in seeing what you come up with regarding the lighting and shadowing. It's been an area that's had me tearing my hair out at times :)
i know you love the whole block thing, but this still might be of interest.....
if you don't know of Sauerbraten (search for Sauerbraten or Cube 2 Editing on youtube), they allow you to push in the 8 corners of each block to varying degrees.
you STILL can't make proper seamless terrain with it, altho many mappers make nice looking stuff with lots of mini cliffs at regular intervals. 8)
i got some ideas along those lines. one will allow fully featured oriented "tile sheets" (terrain).
you generate a certain layer of overland, and and some connecting tunnels caves, but otherwise there is alot of blank space (i assume minecraft fills up a certain region around the players with all kinds blocks, and only blankspace is the air) underground? but it will generate a skin of blocks around you and let you carve & tunnel into it?
The world is totally solid in that i store all the blocks you can't see below ground. You are correct about the drawing bit, i only draw the faces of each block that you can possibly see. If two blocks are touching each other, then i don't draw the faces that are touching since you can't ever see these from any angle or position.
When i do the flythrough or wireframe it looks like empty space but there are blocks there as you can see when i dig down.
cool, i like to see 3D cursors like that. did one like that in my old c++/d3d engine. actually, off the top of my head, can't think of other editors that have a 3D cursor.
I'm not sure if i'll keep it exactly like that though. I was thinking of only showing one cursor (white = build, red = destroy) and using something like shift to toggle between them and then the left mouse button to perform the action. ( I use the right mouse button held down to allow changing direction).
I'm currently porting this to DirectX10 via SlimDX but still using VB.net. Hopefully i should have a new video up in the next few days.
@Slaihne12 will be interesting to see how much performance increase you'd see from a later DX version. please do some before/after benchmarks with the same world if possible. 8) i just got an extremely rudimentary block world editor prototype up and running earlier today. very unimpressive, as it shall remain for awhile. need to quickly clean it up and doc it a bit and shelve it for 3 weeks so i can get my music game out before the 26th. i think many may be disappointed with RB3 Pro Mode.
i'd probably make the cursor behave a bit differently than normal (outlining where a new object would be created) in block editing mode. i'm gonna eventually have other modes again (check out my "Lathe-like" video). i'd just outline the block that you are adding onto, since with blocks, it's pretty obvious where the new one will be and how it will line up relative to other objects. i'm gonna attempt a few more tricks to my "blocks" also (they are actually oriented tiles).
Lovely video again - and the soundtrack fits perfectly - great work..
You'll might be interested in looking into the marching squares/cubes algorithm.
You can basically render your voxel landscape so it looks realistic rather than cube based - there are a number of papers online detailing the algorithm and a couple of videos on youtube if you search for marching square - it won't let me post a link. I've been trying to get a working implementation but nothing video worthy yet.
I had read about the Marching Cubes algorithm before, but really want to keep the 'blocky' view while trying to add some realism to it. I'm currently testing SlimDX so i can access geometry shaders in DX10. I want to use them to massively reduce the storage requirements of my cubes :)
@Slaihne12 - Hehe one of the first things i though of when i was doing my demo was how cool it would be to use geometry shaders - not happening in XNA though - i look forward to seeing how you get on.
Why all the 'block games' are so low resolution? Scale down the cube and use 3d brushes to edit.
It only become amazing when a cube length represent a few centimeters or less...
newtubetubetube 3 months ago
Dude, this is AWFUL!
If Minecraft was anything like this, I wouldn't be able to break free.
Love it, good job :P.
mrisump 10 months ago
@mrisump But minecraft was like this
thecrabend1 7 months ago
How do you get your long, curvy tunnels? Perlin Noise maybe? And if so, what do you set your Amplitude, Frequency, etc. to? I keep getting large open spaces instead of twisting tunnels like you have.
Also, I found that many 16x16x16 chunks in a column perform worse than one large column chunk. What are your views on this?
Also, I don't recall you showing the initial generation here. Does it take very long? Does it lag much?
Sorry for so many questions! I am going to watch your other vids now.
pinkistoughjj 11 months ago
Is there a download anywhere? :)
TheOneTrueLolMat 1 year ago
Wow, nice work, I really like your lightning model.
XorLavir 1 year ago
How this music is called?
Usualyman 1 year ago
1:26 if only mineccraft digging was that fast "sad face :("
thesilentdoctor 1 year ago
Oh my god, this is epic.
I wish there were water caves like those in Minecraft.
BerkinGG 1 year ago
block engine... sounds kinda lol
MUTTERSBESTERJUNGE 1 year ago
I'm not the only one working on a realistic minecraft remake apparently :P
must say I'm very impressed with your demo, lets see if we can match it ;-)
FranticEntertainmen 1 year ago
@FranticEntertainmen Hi there,
Thanks for the comment :)
So, both of us are going for the realistic angle ;)
I look forward to seeing a demo.
Slaihne12 1 year ago
@Slaihne12
No worrys, i will put something up on youtube when its ready :)
I will be using the SunBurn engine in the end(haven't implemented it yet), so i think the lightning, HDR and shadowing would make my engine look closer to the version BamYazi is doing for XBox360.
so are you planning on making a game and sell, or was it more an impulse to try and make the engine for fun? :)
good luck and happy coding :)
FranticEntertainmen 1 year ago
@FranticEntertainmen i'm just making the engine as a good excuse to learn XNA / Directx. I'm quite amazed at what you can do with Visual Basic nowadays :)
I also loved the 'Minecraft' idea of a fully destructible / buildable world.
If it turns into a 'proper' game then that's a bonus!
I'm interested in seeing what you come up with regarding the lighting and shadowing. It's been an area that's had me tearing my hair out at times :)
Keep her lit :)
Slaihne12 1 year ago
i know you love the whole block thing, but this still might be of interest.....
if you don't know of Sauerbraten (search for Sauerbraten or Cube 2 Editing on youtube), they allow you to push in the 8 corners of each block to varying degrees.
you STILL can't make proper seamless terrain with it, altho many mappers make nice looking stuff with lots of mini cliffs at regular intervals. 8)
i got some ideas along those lines. one will allow fully featured oriented "tile sheets" (terrain).
corpusc 1 year ago
if i'm interpreting what i'm seeing right.....
you generate a certain layer of overland, and and some connecting tunnels caves, but otherwise there is alot of blank space (i assume minecraft fills up a certain region around the players with all kinds blocks, and only blankspace is the air) underground? but it will generate a skin of blocks around you and let you carve & tunnel into it?
corpusc 1 year ago
@corpusc Hi there, thanks for the comment.
The world is totally solid in that i store all the blocks you can't see below ground. You are correct about the drawing bit, i only draw the faces of each block that you can possibly see. If two blocks are touching each other, then i don't draw the faces that are touching since you can't ever see these from any angle or position.
When i do the flythrough or wireframe it looks like empty space but there are blocks there as you can see when i dig down.
Slaihne12 1 year ago
cool, i like to see 3D cursors like that. did one like that in my old c++/d3d engine. actually, off the top of my head, can't think of other editors that have a 3D cursor.
corpusc 1 year ago
@corpusc Glad you like the cursor :)
I'm not sure if i'll keep it exactly like that though. I was thinking of only showing one cursor (white = build, red = destroy) and using something like shift to toggle between them and then the left mouse button to perform the action. ( I use the right mouse button held down to allow changing direction).
I'm currently porting this to DirectX10 via SlimDX but still using VB.net. Hopefully i should have a new video up in the next few days.
Slaihne12 1 year ago
@Slaihne12 will be interesting to see how much performance increase you'd see from a later DX version. please do some before/after benchmarks with the same world if possible. 8) i just got an extremely rudimentary block world editor prototype up and running earlier today. very unimpressive, as it shall remain for awhile. need to quickly clean it up and doc it a bit and shelve it for 3 weeks so i can get my music game out before the 26th. i think many may be disappointed with RB3 Pro Mode.
corpusc 1 year ago
anyways......
i'd probably make the cursor behave a bit differently than normal (outlining where a new object would be created) in block editing mode. i'm gonna eventually have other modes again (check out my "Lathe-like" video). i'd just outline the block that you are adding onto, since with blocks, it's pretty obvious where the new one will be and how it will line up relative to other objects. i'm gonna attempt a few more tricks to my "blocks" also (they are actually oriented tiles).
corpusc 1 year ago
Lovely video again - and the soundtrack fits perfectly - great work..
You'll might be interested in looking into the marching squares/cubes algorithm.
You can basically render your voxel landscape so it looks realistic rather than cube based - there are a number of papers online detailing the algorithm and a couple of videos on youtube if you search for marching square - it won't let me post a link. I've been trying to get a working implementation but nothing video worthy yet.
BamYazi 1 year ago
@BamYazi Cheers :)
I had read about the Marching Cubes algorithm before, but really want to keep the 'blocky' view while trying to add some realism to it. I'm currently testing SlimDX so i can access geometry shaders in DX10. I want to use them to massively reduce the storage requirements of my cubes :)
Slaihne12 1 year ago
@Slaihne12 - Hehe one of the first things i though of when i was doing my demo was how cool it would be to use geometry shaders - not happening in XNA though - i look forward to seeing how you get on.
BamYazi 1 year ago