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The Gaming Mishaps of Voxels (in Software Renders)
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Author:  RV-007 [ Sun Apr 07, 2019 3:15 pm ]
Post subject:  The Gaming Mishaps of Voxels (in Software Renders)

It was an era where it blends between 2.5D and 3D. Made of bits, this sandcastle have no sophisticated sense of mobility. It's a bunch of bits, you know, and it's not really pretty.

Yeah, you can use Minecraft (which peruses 3D models) to construct voxeled complex structures (e.g. manga gurl for shiz and giggles), but it will be like in MSPaint, where you have to zoom or scale down to get details working like shit. Oh yeah, the structures will be VERY large too.

In the video games, if you happened to veer the view enough from an voxel object, the graphic display will fucking disappear like shit! Some voxel instances in doom, and more often in Build engine created titles like Duke Nukem 3D, you see 3D-like switches just fly off from view by the sides!

While I do like the tech requirement of no 3D hardware cards, it's quite legos than Duke or even Doom. Meaning, it can be very ugly compared to just sprites. And no model, despite any souped up vector shape, can really forgo the model textures, which is like sprites anyways. And to just fly off from view is like a destructive gaming experience for software renders. In hardware renders, I would say that there's probably a higher chance for voxels to constant render itself in the world, if not only in player's view. The last gripe would be any potential rendering stressor damage done to the machine. Voxels is not as high tech, but they are a step away from 3D models.

Now, if you talk about vectors as in line graphs, you talking about 3D tank war games. Of a different nature, no doubt lines are much more simple than voxels or even sprites. It can be of its own topic if, when, anybody cared enough.

Author:  YiRANiGAMBiT [ Tue Apr 09, 2019 2:46 am ]
Post subject:  Re: The Gaming Mishaps of Voxels (in Software Renders)

Wouldn't call it ugly, I think that voxels look great in older/low res games and it's not because of nostalgia or anything, it's just my preference I guess.

Author:  RV-007 [ Thu Apr 11, 2019 7:44 pm ]
Post subject:  Re: The Gaming Mishaps of Voxels (in Software Renders)

If you are talking about (8/16/24-bit) game aesthetics, I totally agree in terms of relevancy. Even some 3d games can use pixelated looks to great effect. If given enough time, all the textures and sprites can go pixel looking great. I don't really have an 3d example yet, but Cave Story has some great pixelated appeal.

As for voxels, I guess it's just more work. I can only gripe about aesthetic clashes in my specific case.

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