Would a system like this support destructable environments? Would be interesting to have a game where you turn people to stone and then shatter them
just wow!
http://mtheorygame.com/wp-content/uploads/2012/04/3ptAdventure-1024x576.png
http://www.youtube.com/watch?v=XOHTqPt7Qhs
http://www.youtube.com/watch?v=lXGvLoESGSY
http://www.youtube.com/watch?v=gieXCXMSSLU
It's now done for now, I will for sure come back to this project in a little while.
:o surreal ^^
Looks really sweet. You should get rid of the rocks floating in the air tho
Beautiful.
You could potentially use the floating rocks thing to your advantage and just supersize it. Build a world like in the Dragon Hunters series/movie.
Gotta wait until about 30 seconds in to see the world… but I always thought it was kind of cool and your dramatic landscapes and floating rocks made me think of it:
http://www.youtube.com/watch?v=PdaKvAjc768
Really cool stuff.
Found a still shot which is probably better:

Yeah I agree, given how the algorithm seems to create rather bizarre landscapes I think theres ways to work with that Else you’d have to add some gravity/erosion passes I guess… But I really like the quality of this, its like a good riff for a song, theres something in there to carry further ^^
@thetoucher said:
Today I made a start on a runtime j30 to voxel converter...
http://i.imgur.com/3YDFa.jpg
(left :: unlit Sinbad mesh right :: low resolution voxel version)
Whatcha using for SSAO on the model?
I run my own WIP system I adapted from somewhere (can’t remember of the top of my head), I did have some info / benchmark ss floating around which I looked for when your SSAO topic first popped up but I canna find em Anywho, the system runs very similar to what you would see in Frostbite 2 (Battlefield 3), runs ~2.5x faster than the standard JME ssao, however mine can cause some odd halo effects, both darkening and lightening around object so the occlusion is far less accurate. It does add a lot of definition to the scene, which I find more useful than accurate AO.