funkydmunky
2[H]4U
- Joined
- Aug 28, 2008
- Messages
- 3,870
I'm having serious
Déjà vu
Feeling like I am in a Mandela effect!
Déjà vu
Feeling like I am in a Mandela effect!
Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
-"Its Deja Vu all over again"I'm having serious
Déjà vu
Feeling like I am in a Mandela effect!
Didn't nvidia make voxels support in hardware or is that their next card?
"Good question" ... "Just read that Housemarque licensed the Unreal engine. So I guess they're moving away from their voxel engine?"
Voxels don't have to replace poly meshes and there are many uses for them (illumination, shadows, particles etc). Just give me good gameplay and you are free to choose any renderer or art style you like. Nex Machina was already mentioned, it uses a combination of polys and voxels, but yes arcade games are certainly one of many video game genres that fit very well.
Edit:
NVIDIA has:
GVDB for (rendering, compute and simulation of sparse voxels for CUDA, not for the DX/GL graphics pipeline).
VXAO for voxel accelerated ambient occlusion (example).
VXGI for global illumination using voxel cone tracing.
The company has been interested in voxel technology since at least 2010 and the ball really began rolling when they hired Cyril Crassin in 2011 (GigaVoxels since 2008). This guy's head is literally in the clouds and is responsible for GIVoxels/VXGI. Icare3D
And of course, you can thank John Carmack (see history and roots in this GigaVoxels source).
Efficient Sparse Voxel Octrees
VoxelPipe: A Programmable Pipeline for 3D Voxelization
Interactive Indirect Illumination Using Voxel Cone Tracing
The Basics of GPU Voxelization
Housemarque can implement their existing voxel technology into Unreal Engine. The above VXAO and VXGI uses DirectX 11 or 12 and Unreal Engine 4.
I know the techniques in these videos are not using voxels, but it shows how classic games could be digitally remapped into a 3D environment.
Thanks. It is a little disheartening to see the posts in this thread mentioning Novalogic games as if these two companies are remotely using the same techniques, have the same problems or limitations.Nice! Thanks for post that. I just hadn't been following the tech in a while, other than owning the Nex Machina, and Voxatron games. They're the most recent examples I've seen using them in a gaming context. I hadn't really thought about just using them for only a portion of the rendering process (as in lighting, etc.)
While I've had several games over the years (Comanche being one, and maybe some others, Outcast...) I've seen them used a lot more in scene demos, tech demos, etc.