fraggle Posted June 22, 2022 20 hours ago, Bauul said: I completely agree that some coding inclusions to help the voxels act more like the original sprites would add a better sense of authenticity, and be less jarring. It's no critique on the voxels themselves, more an observation of how voxels act differently to sprites. Yes, just to echo this as well. The voxel models shown in this thread are really well done, I'd just like the option to experience them in a way that may fit best for me. The same technique could in principle be used for 3D models too. 3 Quote Share this post Link to post
CodeImp Posted June 29, 2022 More of his recent work. This looks really nice. Best 3D-fication of the sprites I've seen so far. 8 Quote Share this post Link to post
user76828904 Posted August 5, 2022 Just in case someone hasn't seen it yet. 3 Quote Share this post Link to post
Azuris Posted August 8, 2022 https://m.youtube.com/watch?v=-j6muYHRX90 0 Quote Share this post Link to post
user76828904 Posted August 8, 2022 @Azuris A Pain Elemental can sing it. 0 Quote Share this post Link to post
CBM Posted August 11, 2022 Isnt there some kind of trick one could do in order to render voxels more efficiently in the ports that support it? Rendering them as models seems like the most resource consuming option. What if the techniques used by Ken's voxel engine was used to render voxels in supported ports instead? 0 Quote Share this post Link to post
user76828904 Posted August 17, 2022 (edited) pagb666 video: You can download it here: https://www.moddb.com/mods/doom-voxel-project EDIT: He. I was late. Edited August 17, 2022 by user76828904 wrong spelling and add one more new line and other thing. 0 Quote Share this post Link to post
Azuris Posted August 17, 2022 Nice, had some Struggle to getting it run, even on a fresh GZDoom, but now it is in. Pretty nice :) 0 Quote Share this post Link to post
Buckshot Posted August 21, 2022 Hmmm. I dunno much about how voxels work, I guess like dense pixel-cubes as opposed to polygons? And probably a super stupid question... but performance-wise, would voxels have been possible on the original intended hardware at DOOMs release? Or were those 486DX's really only good for sprites and that's about it? I only question this because (a) my lack of technical understanding of voxels and (b) because technically Quake 1 used polygons without 3D acceleration running on a Pentium 75mhz (GLquake came a bit later I believe). I understand the P75mhz was capable of floating point calculations that the 486 just couldn't do (rendering Quake 1 a slideshow on a 486).... but in the sense of voxels, curious as how do they compare? 0 Quote Share this post Link to post
Buckshot Posted August 22, 2022 10 hours ago, user76828904 said: Now that's damn cool! 1 Quote Share this post Link to post
Renbot Posted August 24, 2022 Pretty incredible how accurate these models are to the sprites. And yet the madman did it by hand, theres no programming magic involved. Definitely the "definitive way" of playing with 3D models. I hope one day we get to see it with ray-tracing. Could look cool. 1 Quote Share this post Link to post
lazygecko Posted August 29, 2022 So I came across this video of another person doing some real interesting tests with alternative rendering methods in Duke Nukem 3D. It renders the voxels with an ortographic projection making them lose their 3D depth and truly look like 2D sprite billboards again, but still retaining the added benefit of the seamless 3D angles. I'd love to see the Doom voxels rendered in this manner as well 3 Quote Share this post Link to post
user76828904 Posted August 29, 2022 @lazygecko If I'm not mistaken, it is a custom game engine called Brahma: https://www.indiedb.com/engines/brahma. By the way, what is wrong with the look of the current method of rendering voxels? 0 Quote Share this post Link to post
TasAcri Posted August 31, 2022 (edited) Has anyone tried the recently released version of this? It works fine but sometimes the animations cause stutters. It's very noticeable (and reproducible) in E3M1 after you release the Caco. You can see that as the Caco makes new animations, the whole game loses sync or stutters. The death animation also causes this. I think it only happens the first time these animations occur, kinda like shader cache stutters. It doesn't seem to happen with animations from other monsters like Imps and zombies. Edited August 31, 2022 by TasAcri 0 Quote Share this post Link to post
Koko Ricky Posted August 31, 2022 On 8/29/2022 at 9:45 AM, lazygecko said: So I came across this video of another person doing some real interesting tests with alternative rendering methods in Duke Nukem 3D. It renders the voxels with an ortographic projection making them lose their 3D depth and truly look like 2D sprite billboards again, but still retaining the added benefit of the seamless 3D angles. I'd love to see the Doom voxels rendered in this manner as well This is extremely interesting and reminds me of the signature fixed-point wobble of PS1 graphics. 1 Quote Share this post Link to post
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