Procedural block world project

User projects written in or related to FreeBASIC.
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Gonzo
Posts: 722
Joined: Dec 11, 2005 22:46

Post by Gonzo »

leopardpm wrote:gonzo,
in your first post you said a few things that I would like to clarify:
The renderer is slow for many reasons, including the fact im not uploading to the GPU.
Im not sure what the FPS will be when the GPU is running with warpdrive on :)
when you said that you are not uploading to the GPU, I assumed you were talking about VBO's..... or are you talking about actually uploading code onto the GPU (ie:GPGPU coding) - I just came across this 'ability' and have been reading a bit about it... I guess that even though Graphics cards are pretty Polygon specific, you CAN upload/program a true voxel raycaster and data and have the full power of the GPU doing the 'true' voxel rendering instead of first converting all to triangles.... VERY interesting, but maybe not very practical.

What do you mean by 'warpdrive'?
its related to the amount of memory im copying around to render stuff
and the amount (if not many) of gl commands used
shaders will reduce memory in the pipeline because i can do lighting with them
shaders will also allow me to make fog, or fade the outermost world off, which is awesome

i also uploaded a new build with better lighting attenuation, and better threading, so it generates properly now :)
Gonzo
Posts: 722
Joined: Dec 11, 2005 22:46

Post by Gonzo »

Image

gotta have some fun while coding incredibly complex thing thatll never see the light of day, no?
i thought so too
leopardpm
Posts: 1795
Joined: Feb 28, 2009 20:58

Post by leopardpm »

<jaw drops>

wow... and this is all with opengl? what is the view distance (in 'cube' units)? How many cubes do you think you are displaying?

I see shadows... very nice! Wow, perhaps I really should consider stopping my 'fools errand' of raycasting through a volume and just do the 'voxels rendered with triangles' thing too... it is very nice to have all that hardware horsepower with lighting, shading, and all the other special effects....

dang gonzo, really good job!

<anxiously awaiting latest upload from Gonzo, the magnificent>
Gonzo
Posts: 722
Joined: Dec 11, 2005 22:46

Post by Gonzo »

raycasting is a fools errand indeed, unless you have a very limited dataset, but the data is very random
if the data can be organized properly, raycasting is $%#@
if the data is so random that you cant efficiently cull otherwise, then raycasting is your man
it _should_ be this way in my case, since the data here is more or less random
but, you asked how many blocks are in the depth
straight from camera to the end is 32 * 16 = 512
though the view itself holds 26,000 sectors for that direction, which is 53m blocks
those blocks are over time culled very efficiently down to just a few million
so, as the rendering increases culling increases, and the fps remains stable
vice versa, as the world is generating theres nothing to render, but lots to cull

and no, there wont be a new package until most of my gripes are taken care of, such as day/night and a few other things including mining, inventory, grass growth.. stuff like that
AnotherLife
Posts: 94
Joined: Feb 07, 2011 22:48

Post by AnotherLife »

This looks delicious !
Gonzo
Posts: 722
Joined: Dec 11, 2005 22:46

Post by Gonzo »

new build out
http://fbcraft.fwsnet.net/fbcraft.rar
should be faster than previously, contains alot of half-done stuff

example: http://fbcraft.fwsnet.net/bettertexturing.png
super_castle
Posts: 289
Joined: Oct 10, 2006 7:19

Post by super_castle »

for the freebasic ???

gruss
Voltage
Posts: 110
Joined: Nov 19, 2005 7:36
Location: Sydney, Australia
Contact:

Post by Voltage »

This is great!

I'm looking forward to the optimized version.

I'm inspired to try something similar.
Gonzo
Posts: 722
Joined: Dec 11, 2005 22:46

Post by Gonzo »

Voltage wrote:This is great!

I'm looking forward to the optimized version.

I'm inspired to try something similar.
this is the optimized version, i havent updated the main page in ages
the thing is, since i started using opengl 2.0 and its wagon of "objects" the engine isnt performing half as well
its actually a downgrade in performance no matter how i go about it, ive tried literally everything!
i managed to get it better by using occlusion queries, and lots of frameskipping optimizations

but the message is quite clear and obvious:
the complexity of my less limited version of minecraft, vs notch's quite brilliantly constrained version
minecraft:
* depth to sky is a total of 255 blocks for example
* sunlight" is more or less a boolean... its mostly just a hack
* only 255 unique blocks
* minecraft is essentially flat, which is why depth culling works, my world isnt flat
is of such a magnitude that its simply not possible to maintain a smooth experience for people who arent using a computer that can play a modern game
* minecraft doesnt have mipmapping, multisampling, anisotropic filtering and so on
* doesnt use blending with the exception of water

i will try to have the engine work well with a 2.4ghz dual core, which is what i have
it will also be using opengl 3.1 at some point, with no backwards compatibility
and that is my final word on that matter :)
if you disagree, then you will find solace in that minecraft is made just for you
Last edited by Gonzo on Feb 26, 2011 14:25, edited 1 time in total.
Gonzo
Posts: 722
Joined: Dec 11, 2005 22:46

Post by Gonzo »

http://fbcraft.fwsnet.net/gamma.PNG
picture says more than a thousand lines of code :)

oh, and color light emission:
http://fbcraft.fwsnet.net/colorlight.PNG
Last edited by Gonzo on Mar 05, 2011 17:26, edited 1 time in total.
Gonzo
Posts: 722
Joined: Dec 11, 2005 22:46

Post by Gonzo »

new build out with shaders etc. should be faster than previous versions
test here:
http://fbcraft.fwsnet.net/fbcraft.rar

youll need: gl_fragment_program, gl_framebuffer_ext, gl_query_objects etc.
should be basic opengl 2.something stuff

http://fbcraft.fwsnet.net/longhole.PNG
cave systems uncovered (i landed on a single sand block and all that fall apart)
then i put some lights in the deepest tract

http://fbcraft.fwsnet.net/bettertorchlight.PNG
better light emission

http://fbcraft.fwsnet.net/depthoffield.PNG
depth of field! and yes, the fps died!
Gonzo
Posts: 722
Joined: Dec 11, 2005 22:46

Post by Gonzo »

chu chu heres comes the code train, last stop is vertex lighting

http://fbcraft.fwsnet.net/vertexlighting.PNG
http://fbcraft.fwsnet.net/vertextorchlight.PNG
leopardpm
Posts: 1795
Joined: Feb 28, 2009 20:58

Post by leopardpm »

Gonzo, you make me cry...

it's all so...so... beautiful!
Gonzo
Posts: 722
Joined: Dec 11, 2005 22:46

Post by Gonzo »

http://fbcraft.fwsnet.net/vrayx1shaderx2.PNG
probably the best i can do with only 1 ray of light
so, new config option: faster lighting :)
less than 30 seconds to generate all in view!

and, a homemade cubic blurrinator/shader
http://fbcraft.fwsnet.net/cubicnearblur.PNG

edit: water shading
Image
Last edited by Gonzo on Mar 05, 2011 17:26, edited 1 time in total.
Rainwulf
Posts: 35
Joined: Mar 28, 2007 11:33

Post by Rainwulf »

this is incredible....
I love minecraft, but i would also gladly pay you for this.
Its beautiful!!!!
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