Early tec video from the bloxel project

http://www.youtube.com/watch?v=xyTLu9JS2nM?hd=1



Some facts:

  • round about 1,5 million Boxes
  • 2 different textures (grass, pond)
  • memory : 1,5 GB used
  • hardware : Q9450, GTX280, 4GB RAM, Windows7 64bit
  • 60fps with vsync (fraps reduced to 30fps)



    http://code.google.com/p/bloxel/
1 Like

Cool! But the memory requirements seem a little steep…

yep … It’s a stress test demo.



we need better (more efficient) data structures for our world terrain definitions …

and with threaded TerrainChunkLoading/Calculation we can push these values

much forward … I hope so :wink:



… it’s a matter of time :smiley:

Well, that’s a good stress test, too because that’s the worst possible block configuration for performance. I hope my users never place that many untouching boxes together in one place. :slight_smile:

Next version …



http://www.youtube.com/watch?v=NxPn-oC9rRs



http://www.youtube.com/watch?v=MO4aRnWeTUw



Some facts:

– heightmap based terrain generation 1024 x 1024

– 3 different textures (grass, sand and water)

– hardware : Intel Core2 2.66 GHz, Nvidia GeForce Go 7950 GTX, 2GB RAM, Windows7 64bit



Regards

Andreas



http://ahoehma.wordpress.com/2011/03/02/next-video-from-bloxel-0-2-0/

2 Likes

Looking very good so far

thanks!



next steps will be :

  • infinite view horizon with lod, better culling of hidden bloxels etc.
  • liquid bloxels like water, lava etc …
  • load/save world



    feel free joining the project :smiley:



    regards

    andreas

Looks very good. .Congrats.



I hope to have some time and machine to test this soon.

Thxs! At the moment we are fighting with the chunk data structures :wink:



http://code.google.com/p/bloxel/wiki/TerrainChunk



I guess a octree would be the “best” way to store the volume inside a “chunk” (which type of element (sand, dirt, grass,…) is on which position).

With a octree we can “compress” the volume information … and have a fast access to the data …



What do you think?

I am not sure this is appropriate for this particular case, but Colt provides a sparse matrix implemantation that you may find interesting:



http://acs.lbl.gov/software/colt/



Regards!

We are making progress :smiley:

Juni 2011:

http://bloxel.googlecode.com/svn/wiki/bloxel-0.2.0-perlinnoise.png

http://bloxel.googlecode.com/svn/wiki/bloxel-0.2.0-perlinnoise2.png

Today:

http://bloxel.googlecode.com/svn/wiki/bloxel-0.2.0-perlin.png

http://bloxel.googlecode.com/svn/wiki/bloxel-0.2.0-perlin2.png

this is lovley, I’m impressed, keep it up, I’ll try to up you with my own engine, I need to get back to working on it again :slight_smile:

I’m so jealous of your perlin noise. :smiley: