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clayasaurus
Joined: 21 May 2004 Posts: 857
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Posted: Tue Sep 19, 2006 2:17 pm Post subject: 2d voxels? |
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I was thinking about polygon outline tracing and I thought... what if I created a system where each pixel is kept track of, so Worms (per pixel destruction) or real time per pixel lighting could take place?
This would make rendering and collisions take longer but would mean total creative freedom to do whatever you want with them, like wiggle, explode, disintegrate, lighting, remove pixels from one object and stick them to another, awesome particle effects (dust, dirt, tornado), color 'dying', etc.
Just an idea.
~ Clay |
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Logwad
Joined: 27 Dec 2004 Posts: 18
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Posted: Tue Sep 19, 2006 2:45 pm Post subject: |
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I think this is a cool idea. But then, I've loved voxels ever since CnC's: Red Alert 2. :)
Such a system would allow one to be able to make easily destructible terrain, units ect, and allow for many effects not normally available.
I would definatly consider this idea, unless it becomes apparent that it would really take too much cpu time on too many computers. _________________ BZFlag.
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clayasaurus
Joined: 21 May 2004 Posts: 857
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Posted: Tue Sep 19, 2006 4:30 pm Post subject: |
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Now that I think about it, hrm... most of these effects can be easily 'faked.' I'm really not sure it would be worth the trouble... |
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Logwad
Joined: 27 Dec 2004 Posts: 18
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Posted: Sat Sep 23, 2006 8:33 pm Post subject: |
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Hm, I must have gotten confused somewhere. I was thinking actual voxels (a 3d version of pixels) which is an alternitive to polygons.
But since this is a 2d graphics library, and pixels are already 2d, it does seem redundant.
In a 3d enviroment is where they get cool. Medical training programs actually use voxels, because it's easy to make a slice of a frozen body, take a picture, and put many such pictures together. Then students can "cut" and do other things to see where body parts really are\look like. Polygons make this sort of thing very(impossible?) hard. _________________ BZFlag.
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