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Geek Culture / What Metroid "really" looks like in th 3D :)

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3ddd
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Location: Orlando, FL
Posted: 24th Sep 2004 14:56
Voxels are neat.
http://pages.infinit.net/voxel/home.htm
I'd love to see someone whip up a voxel demo in DBpro!


He's evil, but, he'll die. I like it.
GothOtaku
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Location: Amherst, MA, USA
Posted: 24th Sep 2004 15:04 Edited at: 24th Sep 2004 15:21
Well, Voxels (which stand for volumetric pixels) are completely different from polygons which is what most modern games use. Also, most video cards and graphics libraries don't support voxels, only polygons. This means that it'd be hard to use voxels in DBPro and possibly inefficient (all math and rendering would be on the CPU and not the video card). I personally think voxels are really cool and people need to start using them again but no one's interested nowadays. The last game to use voxels well was Outcast (http://www.outcast-thegame.com/).

Oh, Ken silverman the creator of Duke Nukem 3D wrote this new engine using voxels: http://www.advsys.net/ken/voxlap.htm

EDIT: That game is sooo addictive... It's now 1:20 AM and I still have to do a page or two of Calculus homework.
3ddd
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Posted: 24th Sep 2004 22:52
I've been checking up on Ken's voxel engine for a couple years now. It's very cool. I love the big gun in latest demo. I would be very surprised if DBpro is not capable of doing voxels, at least implemented like in Metroid Cubed. That game/demo was done in Macromedia Director (Lingo, I believe it is called)!


He's evil, but, he'll die. I like it.
Ian T
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Posted: 25th Sep 2004 00:24
Well you'll prolly have to be very surprised then -- the only way of using them would be through intensive manual 2d memblock processes that would no doubt be slower than a lobotomized snail. DBP uses DirectX-- modern rendering, through polygons. Voxels aren't as capable.

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Ian T
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Posted: 25th Sep 2004 00:26
--Though I have to admit, it does look promising for a Liero clone in 3d

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flibX0r
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Location: Western Australia
Posted: 25th Sep 2004 00:40
Voxels are cool. I was working on a patch voxel system that creates a mesh using the voxels, but i wasn't very good a coding back then. I think after the competition, i might redo it...

Quote: "modern rendering, through polygons. Voxels aren't as capable"


Hey, don't be dissin the voxels! They can do things that polygins can't do easily, like terrain desstruction

Quote: "Though I have to admit, it does look promising for a Liero clone in 3d"


Yes it does. And mr moderator mouse, ever heard of the edit button


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Chris K
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Posted: 25th Sep 2004 01:54
Quote: "the only way of using them would be through intensive manual 2d memblock processes"


No way. There are loads of ways of doing them.

DBPro doesn't have fast enough 2D commands for making you're own 3D engines though. You can make it up to wire frame stage but not much beyond that (I couldn't anyway).

Maybe on a tiny resolution it would work (like 50 x 30)
Ilya
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Posted: 25th Sep 2004 01:57
Quote: "That game is sooo addictive..."

The cave one?

Found the red blaster yet?

Ilya
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Posted: 25th Sep 2004 01:59
I found it!
Should be easy to find in 4.

Benjamin
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Location: France
Posted: 25th Sep 2004 02:03 Edited at: 25th Sep 2004 02:04
Quote: "DBPro doesn't have fast enough 2D commands for making you're own 3D engines though."

That is why you would have to use memblocks. Using stuff like line functions in an emulated 3D engine would be a very bad way of doing things, because it is slow. The better way to do it would be to work with memory.

David T
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Location: England
Posted: 25th Sep 2004 02:04
This may be of interest, voxel landscaping - language independant:

http://www.flipcode.com/voxtut/

Get 15 new commands, all the date / time commands left out of DBPro for free!
DOWNLOAD PLUGINS HERE: http://www.davidtattersall.me.uk/ and select "DarkBasic"
Kentaree
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Location: Clonmel, Ireland
Posted: 25th Sep 2004 04:03
I remember Kevil used what he called "poxels" for his destructable landscape a looong time back, maybe that thread is still around somewhere...

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Zero Blitzt
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Posted: 25th Sep 2004 06:46
I remember playing this a long time ago. The guy who made this is really talented, bringing one of the best 2D games EVER to 3D, even before Metroid Prime was out (IIRC).


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Shadow Robert
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Posted: 25th Sep 2004 08:07
Ken Silverman's site has given me a nice novel idea, wish i'd thought of it sooner

some very nice demos there though.


walaber
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Location: Los Angeles, CA
Posted: 25th Sep 2004 10:52
I think you could make a "quasi" voxel system through memblock meshes... if you made your own model format, which was basically a bunch of "vertices" in local space, but instead of representing polys, each vertice would represent a primitive cube, with a specific color. then you could basically make the object out of polygons for each cube/vertice...

it wouldn't be the fastest system around, but certainly doable.

Go Go Gadget DBPRO!

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Ilya
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Posted: 25th Sep 2004 11:15
DBP would lagg if you did that.
You would have to make the cubes limbs.
And then, it would still lag.
4096 cubes drops the frame rate down to about 10fps.

3ddd
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Posted: 25th Sep 2004 14:10
So, if you read the "diary" page on the Metroid Cubed website it says he used Director. While I don't know anything about Director's graphics capability and the types of commands available in Lingo, I just figured DBpro could at least be used to create a comparable voxel engine (for a game just like Metroid Cubed, screen size and all).


He's evil, but, he'll die. I like it.

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