VertexTexture_zps5b9f61d2.png voxel_pack_preview_114_zpse50be216.png Please ignore the EGA colors, just testing 4-bit color global palette limits.
I guess with voxels the first matter would be easier editing of models where I think vertex colored polygon cubes would be best. If you've tried some of the early voxel editors they are hard to operate and difficult to look at when sculpting and perceiving depth from layered 2D squares.
Polygon performance in the editor can be tricky on native hardware but only loading and drawing one model at a time helps. You don't really need an editor to run on the platform hardware but if your game involves user created assets it doesn't hurt EGs. Minecraft, SimCity, RPG makers, race track editors. There's always compromises like double wide pixel screen resolutions or slower rotation controls like moving only in short static values like 45 degrees.
Thought dither talk is relevant here as I would like to address how it 'falls apart' when the scale gets too small that switching to alternating lines makes the fields posterized shape hold up longer and that raising color contrast when the vertex is 2X2 or 1X1 pixel from dither to solid color can make distant polygons clearer. All of these visual limits tends to increase quite a bit when using a double wide pixel screen resolution like 160x224 or less.
Pretty basic transfer between polygon cube to raster voxel using voxel data structure. Funny how voxels often get mistaken as a form rather than a data structure, quite a few polygon skinned games these days with a voxel system underneath. Mostly I think sticking to cubes is just a smoother change over to 2D voxels.
I'm guessing raycasting cubes is harder on performance than 2D squares but mostly the ability to paint each side of a cube a different color makes voxel modeling easier. Yet again its a distance to perception matter so maybe 3 radius distances of Polygon, Raycast, and 2D Squares is in order.
VertexTexture01_zps06fa102c.png
Mostly been working from a standpoint of one construction scale cube roughly 5X5 feet to build a hull of mostly corridors probably with increases in voxel resolution isolated to doors and landmarks that can LOD through adjusting the octree.
SonicTheHedgehog1_zpsbb83a033.png
Don't think you can get away without using sprites to fill the world, 3D models are expensive enough that a good world hull is all you can expect. This matter has been tricky as the simple concept is that mock polygon look like Sonic games used that has a slight painterly quality to it but without some actual environmental resolution to look at I can't figure out how complex looking the polygon prerenders should be. Primarily I don't think regular sprite art and flat shaded surfaces match well so something like Virtua Fighter 1 is what human characters should look like.
I guess Cybercop is a good example of how much 2 visual standards can clash.http://gamesdbase.com/game/sega-genesis/cyber-cop.aspx

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