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[–]tekkentool 34 points35 points ago

Minecraft does not use a voxel rendering engine, otherwise draw distance would be infinite. It is edited using a voxel based system alright, but the engine uses traditional polygons to render it. It is not what people are talking about when they talk about voxels, which is an alternate rendering system.

Anyway, the reason voxels (particularly SPARSE VOXEL OCTREES) have become popular again in recent memory is because of a few things.

  • Processing power is coming close to the point where it can be possible in a few years to have the true meaning of voxels realised. volumetric pixels. Where every pixel on the screen is it's own individual voxel entity. This unfortunately takes a lot of memory, and a lot of processing power.

But it means that the game will ALWAYS know how much is being calculated at once, which means you only need to render the visible voxels, which means infinite draw distance is possible.

  • Use of voxels in small amounts in other games. The bits of deformable terrain in the Crytek engine for example, use voxel technology sparingly for small sections like craters that need to be deformed in real time.

  • Carmack (of ID software) is planning on using voxels exclusively on the next ID tech engine. This got a lot of people wondering "wtf are they".

Previous voxel games were Ahead of their time, but basically we're now coming into the realm of pixel per pixel voxels and it's getting people excited.

[–]arayta 0 points1 point ago

Just how close are we to going "full voxel" so to speak? Is it bleeding edge technology, or is it something the next generation of consoles could affordably handle?

[–]the_raptor 5 points6 points ago

Bleeding edge, Next Gen™ consoles aren't likely going to pack enough power to do volumetric pixel type stuff because they have to cost around $400 - $600 now. The PC Gaming gods can just wait a few years until the equivalent processing power only costs $50 - $100.

[–]Paddle_Waffle 0 points1 point ago

The PC Gaming gods

Love that :D

[–]tophat_jones 0 points1 point ago

I'm just hoping they don't needlessly complicate game development. Polygons are pretty simple, voxels might render a whole generation of game developers obsolete.

That said I truly enjoyed Westwood's Blade runner game which used voxel tech, but as I recall back in 1997 they were bragging about using over a Terrabyte (yes, 1997) of data during game development.

[–]tekkentool 2 points3 points ago

Voxels will still be very niche technology for the next 10 years + I imagine.

there are many situations where the advantages of a voxel engine are simply not worth it, by no means are our prehistoric polygon based games "Ugly". Nor have we exhausted the potential of their graphical fidelity by a long shot.

[–]Mugros 11 points12 points ago

What bugs me is the fact that every game with some kind of cubes get the description "voxel".

Minecraft is not a voxel-based game. The greater part of the game is divided into cubes, but that doesn't make it a voxel game. It's polygon-based game. These polygons just happen to be mainly cubes.

The announced Castle Story is not a voxel-based game. Look at the trees, the characters, the grass. That are not voxels.

Voxatron is AFAICS a voxel game.

In a voxel game everything is made from cubes and these cubes are all the same size. A voxel is the atomic element. Look at pixels. A picture completely made from pixels. There are no smaller or larger pixels or subpixels.

[–]sime -1 points0 points ago

In practice, you are really just splitting hairs. Is Minecraft a voxel based game with some polygonal characters rendered as well? Or is it a polygonal based game with a voxel landscape?

[–]Noxfag 26 points27 points ago

Because we're getting to a point where computers are powerful enough to generate massive Voxel worlds with physics, particle effects etc.

Minecraft is pretty CPU intensive- but imagine Minecraft if every block was 10 times smaller and there were 100 times as many blocks. When we get to the point that we can easily render something like that, we can create some pretty awesome stuff.

[–]Rivensteel 11 points12 points ago

Objection: 1000x as many blocks.

[–]Noxfag 1 point2 points ago

I want to see an entire voxel planet.

[–]blooper4912 16 points17 points ago

[–]Noxfag 3 points4 points ago

Ohh you :3

[–]Exoskele 1 point2 points ago

We're working on this! We already mostly finished planets.

gravitasgame.net

[–]Noxfag 0 points1 point ago

This is relevant to my interests

[–]Exoskele 0 points1 point ago

Haha thanks. We should be getting a trailer out soon.

[–]Drakengard 0 points1 point ago

I only had a little time to skim through things. I'll definitely check this out later. It sounds like it could be a ton of fun. Best of luck on your work!

[–]Exoskele 0 points1 point ago

Thanks! It really helps to know that people are interested!

[–]non_player[S] 5 points6 points ago

That makes sense. Nifty.

These days I just hear the word "voxel" and immediately think "crappy blocks" and completely lose interest.

[–]Noxfag 13 points14 points ago*

Think of it this way. Everything in our world is made of atoms and lots of those small things create the images we see today.

If we can make voxels small enough we can create a level of realism never seen before in games- when a bullet hits a wall the computer realistically computes the sharpness of it, the force, the density and strength of the two materials and figures out which voxels in the wall are smashed and which voxels within the bullet crumple.

But that's a long way off. Voxel engines as they are right now generally use a voxel much bigger than a bullet.

Edit Another point- voxel engines don't have to be visually cubic. Though the voxels in terms of data representation are cubes on a three-dimensional grid you can apply smoothers and shaders to make an otherwise ridgid corner look smooth.

[–]Saan 3 points4 points ago

The old delta force games used voxels for the terrain engine, the results were alright for that day and age.

[–]therico 3 points4 points ago

Not to mention Outcast, which looked amazing for its time.

[–]Saan 0 points1 point ago

Ahhh, I was trying to remember the name of that game, thanks.

[–]RangerSix 1 point2 points ago

And if memory serves, Command & Conquer: Tiberian Sun used a voxel- based terrain engine.

[–]rabbitlion 4 points5 points ago

It's not really the same in a 2Dish game though since you only need one layer of voxels to present.

[–]RangerSix 2 points3 points ago

That's as may be, but does that mean that that particular aspect of voxel-based graphics isn't worth mentioning?

[–]davepople 1 point2 points ago

Also imagine if simulated physics were applied to every block in Minecraft...

[–]SpaldingRx 0 points1 point ago*

You hybridize the physics. There is no need to simulate 100% of the world if only 0.001% is undergoing any kind of change. Analyze interactions between the world and objects then apply the appropriate level of physics.

[–]pfhor 2 points3 points ago*

I wish more people would realize Notch might have had a really good idea for a game but that his game engine is horribly unoptimized and amateurish. Go read his latest retarded tumblr post about how he thinks that is something that gives a game its charm, tens of millions of USD be damned.

[–]Noxfag 3 points4 points ago

Yeah. I wish I could find the articles I mentioned elsewhere, this guy literally re-writes the whole Minecraft voxel engine in C, importing Minecraft map saves and re-designs pretty much every element of the engine to work in a far more efficient manner.

Still, I think Notch deserves what he has and Minecraft is a fun game.

[–]hardrockfoo 0 points1 point ago

We can. The problem is that the game is written in Java.

[–]hakkzpets 12 points13 points ago*

Minecraft's problem isn't Java. The render algorithm is just fucktarded. Minecraft would most certainly not run faster if it was ported straight off into C++.

No, what Minecraft needs is a total reconstruction.

Also, Minecraft isn't truly voxel-based. It still uses polygons to draw the world.

[–]the_raptor 2 points3 points ago

I have spent more of my life than I care to admit arguing about this with idiots who just heard of C++. Notch didn't even choose a sane file layout until he adopted a mod that fixed it into mainline. And stuff like Optimine/Optifine which fix some of the fucked up engine design still isn't mainline.

Notch is a designer not an engine programmer.

P.S. Most of Android is written in a form of Java. Using an interpreted language doesn't cause significant speed issues, shitty design causes speed issues.

[–]hakkzpets 2 points3 points ago

What annoys me the most is that Notch have plenty of money to hire a couple of good programmers to rewrite the shitfest that is the minecraft engine, but for some silly reason, he won't (probably pride).

[–]the_raptor 2 points3 points ago

I defended that while it was still in Beta (as doing optimisation could have prevented some later design decisions), but now it is released Mojang need to tighten the code base up.

It seems Mojang are more interested in mobile/tablet versions than working on the PC version which got them all their millionbuxs in the first place.

[–]gamelord12 1 point2 points ago

Good luck to anyone rewriting an entire engine with the goal of not breaking current functionality.

[–]the_raptor 4 points5 points ago

Re-writing the rendering engine wouldn't do anything to game logic.

[–]gamelord12 0 points1 point ago

Except possibly break the rendering engine. The parts that work will be faster, and with enough time dedicated to re-writing the engine, it could eventually turn out better, but there would be growing pains for the people playing Minecraft that need to deal with things breaking.

[–]the_raptor 4 points5 points ago

And why would an engine re-build need to be pushed out daily?

Players don't ever need to experience in-dev code, we got that in Alpha/Beta as a taste of what we paid for. The game is released, Notch has millions, there is no need to push out in-dev code through the updater.

Christ, a bunch of moders have re-written pieces of the engine (Optimine/fine, the save file mod etc) and done a better job than Mojang.

[–]popeguilty 0 points1 point ago

The PC version is selling like hotcakes as it is, while moving into the mobile/tablet market means more sales.

[–]the_raptor 4 points5 points ago

So you are saying Mojang are behaving like EA/Activision/Souless corporate douchebags?

[–]popeguilty 2 points3 points ago

I'm saying that they're a business and that they're doing what benefits them the most. Like every other business. If you've got some kind of idea that Mojang are dedicated to making Minecraft the best possible game it can possibly be to the exclusion of everything else, you're going to be very disappointed.

[–]the_raptor 0 points1 point ago

I'm saying that they're a business and that they're doing what benefits them the most.

So soulless corporate douchebags?

Like every other business.

No. To stay in business you need to make more money than you spend. It doesn't require you put making money above all other considerations.

[–]Noxfag 2 points3 points ago

Haha Minecraft can definitely be written much more efficiently, I actually saw a really long interesting series of articles about that ages ago but haven't been able to find them since.

I don't think computers are powerful enough to see a really great voxel engine yet though, even written more efficiently.

The best Voxel engine I've seen was a remake of an original FPS (Can't remember which one, someone here probably remembers) that had much smaller voxels than Minecraft but they were still quite big and the scale wasn't that large.

[–]Jarerex 6 points7 points ago

Voxelstein 3D

[–]Billbobjr123 0 points1 point ago

every pixel was made into a voxel, i believe. definitely worth playing through to get a feel for what voxels can become.

[–]Kinbensha 0 points1 point ago

Not only that, but I believe with popular games like Minecraft and Terraria, we're seeing a shift of interest back into building games that hasn't been around for a while.

Just look at how many Minecraft-ish games are spawning to take advantage of the craze. Crafting simulators with sorta-games attached are also more in the spotlight now. It's all pretty interesting to see where game audiences swing.

[–]bullhead2007 2 points3 points ago

I think Will Wright had some real insight in this area, it's just too bad Spore turned out to be such a crap game.

[–]ineedateam1 0 points1 point ago

Minecraft is pretty badly coded too....

[–]polkapunk 7 points8 points ago*

The only reason you're seeing voxel mentioned so much is because of the success of Minecraft. Voxels have been used for more than a decade with no mention because the graphics weren't a key aspect of the gameplay in the same way as Minecraft. Here are just a few big games that use voxels:

  • Command & Conquer Tiberian Sun
  • Command & Conquer Red Alert 2
  • Bladerunner
  • Outcast
  • Masters of Orion III
  • Alpha Centauri

I'm assuming you meant to type voxel and not vooxel. I've never seen the word vooxel before.

Edit I forgot to mention I got that list from wikipedia. There's more here.

[–]non_player[S] 1 point2 points ago

Yeah. I type too fast. Bleh.

I know of these games. Outcast and Moo3 are two of my favorites ever.

[–]norebe 1 point2 points ago

Word. The first time I saw it used was in reference to Tiberian Sun, in a preview of the game in PCGamer aeons ago.

[–]zombojoe 6 points7 points ago

Voxels essentially allow you to destroy the entire game piece by piece.

Voxelstein 3D http://www.youtube.com/watch?v=6ZUdsRdokO4

The reason they are not used that much is because polygons look a lot better. A lot of older games used to use them but their use was discontinued as graphics got better. They became relevant again once Minecraft became popular and developers looked for alternatives to the expensive to render polygon cubes.

[–]sengoku 1 point2 points ago

NovaLogic, anyone?

[–]holyshitisthatmytoe 0 points1 point ago

can't believe this is so far down. If the op hasn't heard of voxels then he wasn't gaming on a pc in the early 90's. Commanche series, then the delta force series. Commanche 4 is still a very playable game. I would like a remake or another iteration of it.

[–]FonFalleh 0 points1 point ago

Aside from Minecraft, the Baader-Meinhof phenomenen, perhaps? (found no relevant trope) http://www.damninteresting.com/the-baader-meinhof-phenomenon/

[–]frgnr -2 points-1 points ago*

Also the voxel technology isnt as advanced compared to polygon based models.

look at what notch wrote about the company who tried to find financial backing to support them in advancing the technology http://notch.tumblr.com/post/8386977075/its-a-scam

"In the video, you can make up loads of repeated structured, all roughly the same size. Sparse voxel octrees work great for this, as you don’t need to have unique data in each leaf node" - so video games that use 2-3 tree models and 1-2 grass sprites isnt just that?

[–]thinkbeforeyoupost -1 points0 points ago

I'd be more interested in unlimited detail becoming more popular.

[–]Lyalpha 6 points7 points ago

What they show isn't feasible. All those objects are per-rendered and loaded into the game. They can't animate at all. It could be good for static objects in the game but their high detail means the environment made from them will load slowly in front off you as you walk. Look at how long it takes a chunk to load in minecraft. You'll see mountains popping into existence 50 feet in front of you.

[–]thinkbeforeyoupost 0 points1 point ago

You must not have watched the whole video. They created this giant island, panned out with the camera until it was about the size of a thumbnail, then panned in all the way down to a single clump of dirt - and not a single frame was lost that day. Is the technology far from perfect? No shit. But it's still looking better than what's currently out there.

[–]bluntfoot 1 point2 points ago

You've got to remember though, you can't animate any of it. Also each object takes up huge amounts of memory because they are so detailed. Notch wrote a blog post about it, I can't find it now because I'm on my phone, but it outlines why this isn't feasible now.

If you look at the videos they put out you can also see that they repeat objects a lot. The island is made up of hundreds of the same Chunk, repeating over and over again. This is to save space because each object takes up so much memory.

[–]thinkbeforeyoupost 0 points1 point ago

They also explained the reason that they repeat a lot of objects is because not a single one of them are actual artists and don't have the patience to make 5,000 unique clumps of dirt. They have an open invitation for artists right now iirc.

Also I believe the same thing was said with 3D graphics/DVDs/Blu-ray/inserttechnologyhere at one point. It's a new technology; give it a chance. With the average computer hosting two cores at 1.5 GHz each (and AMD/Intel "recently" releasing the octacore), you'll find this technology will become more available and much more well developed in a year or two.

[–]LonerGothOnline -2 points-1 points ago*

Voxels allow deformable terrain. This takes a lot of memory, and ram, to have a lot on the screen.

When a gamer like one such as myself, sees this word, we realize almost immediately, that the game might involve cubes in some way. Voxel might be synonymous with cube now.

I would like to think that voxels are popular, with just the usage of deformable terrain

I wonder however, why it needed its own word?

Rather than wonder why voxels are popular, however (I would just like to point out here that the internet seems to indicate a lot of popularity for the likes of lolcats, /r/aww, /r/pics and well just porno in general? like the totally natural bodily function of mating, is somehow popular?), I'd rather just go by with my day and live my life without commenting on why things are popular at all.

edit: clarity, meaning, grammer (still imperfect), spelling, understanding, usage of words, generally everything.

[–]non_player[S] -1 points0 points ago

anyways, rather than wonder why voxels are popular (need I remind you of lolcats, /r/aww /r/pics or porno in general?)... I'd rather just go by with my day and live my life without commenting on why things are popular at all.

I get the feeling you think I'm making some kind of swipe at you. Interesting.

PS: Tangentially-relevant reading.

[–][deleted] 5 points6 points ago

He's a loner for a reason.

[–]LonerGothOnline -3 points-2 points ago

I have used this same username, that just so happens to always be free, over every site I've been to and registered with, in over 20 years of using the internet.

I will continue to do so. because it is my first choice, easy to remember, and no one ever seems to use it.

I made it up when I had a friend whom was into Metal Music, which influenced my taste in music over the years, whom turned out to not be a loner, or a goth... I was the loner though.

I still have to explain this every time, but I'm normal...

[–]LonerGothOnline 0 points1 point ago

thanks, I didn't think proofreading was a necessity, because I've gotten use to the lack of decent writing over the years.