artisbigshirts wrote:I truly live by OOP
Don't get too excited though! Or you can end up like this guy:
http://www.bonkersworld.net/images/2011 ... _a_swe.pngartisbigshirts wrote:Ahh, it seems we're approaching this discussion from two different perspectives.
I thought you were implying me to implement massive world streaming, crazy lighting models, voxel transparency, or other advanced things of that sort haha.
I truly live by OOP, I want the code for my projects to be easily moved to newer projects and expanded easily.
When I was first learning C++ in 2006, I spent the majority of the next 3 years playing around and getting my grips on the language not only through personal projects but also messing with the Half-Life 2 source code.
What are you talking about? There is nothing massive in a world streaming? Have 27 levels, you get just as much data as a whole world. And with all the easter egg levels and stuff around it, you will get to a point where you could have just taken a hollow sphere and put stuff on it. Wait I'll try.
EDIT:
So here is my "plan", you want a 1024^3 world. You create a 512 sphere in qubicle, hollow it, then leave only quarter of it, then stretch from 128^3 to 256^3. Now you have all the data you need for your world. In the game the sphere will be done programatically/procedurally, and the only data saved would be the difference.
EDIT2:
Okay, 85162 voxels. Stretched, 16777216. Including the added noise, Qubicle handles it rather well.
EDIT3:
Here is the source file:
http://www.mediafire.com/?c6acp7xttpeg1baIt maybe a little overkill, but it's damn smooth. I'd probably just go with 256^3. You can always scale the 'procedural' terrain. You know how I suggested you'd have a voxel side big as a 4x4 pixel in minecraft but all objects would be always twice as thick? You could have the terrain two or four times as big, and the differences would be translated to that.
Though, yes this world idea does sound like a total overkill now. It confronts the idea of K.I.S.S. But hey, you could still have just a big flat map, and a spinning world on the start screen. That would give the same immersion, if the game world would be open. (I don't think if you'd follow the comic style it should be linear, but since it's eastern asia styled, I'd expect large twists and such, what is that comic that inspired you in the first place?)
artisbigshirts wrote:Having a centralized repository for voxel-based programming would be wonderful, I was finding hard to get even basic information on Voxlap (Setting it up for use with VS2008/2010, needed libraries like DX7 or MASM, etc.).
Please, just email this guy:

Can I just get any more descritpive?