In today's filler, Gemini's digging up some of his old QuickBASIC code from 2008, along with a program written by Ken Silverman, to demonstrate the concept of "Volumetric 3D Rendering", where instead of the data for a 3D object being represented by a mesh of triangles or polygons, it's instead represented mathematically, or as a 3D bitmap composed of voxels.
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Additional Information and Corrections:
* Here's a link to download my VOLTEST program along with all the EvalDraw KC files I created while making this video:
http://www.pixelships.com/adg/files/gemvol3dstuff.zip
* To grab a copy of EvalDraw from Ken Silverman's website, head over the downloads section on his website. As for this writing, EvalDraw is at the top of the page:
http://advsys.net/ken/download.htm
* DXWnd is no longer required to run EvalDraw! Ken made some updates following this video and the program now plays nice with desktop compositing on its own accord! Still, if you want to download DXWnd for other games and programs since it's INCREDIBLY useful, (although tricky to set up), it can be acquired here:
https://sourceforge.net/projects/dxwnd/
* One of the bugs I ran into while testing EvalDraw on my system caused voxels to start rendering very oddly. If you experience this bug simply open the INI file for the program and check that all three axises are set to the same resolution. If they are not, manually set them all to the same resolution. :P
* The whole "c" variable in EvalDraw may not actually be a thing. I think the way it determines what to render is simply the numerical result of the last thing processed in the script with the semicolon intentionally left off of the code so as not to become an assignment, it's just that a lot of the examples I was looking at to figure out what I was doing used a "c" variable and often ended the script simply with "c" on its own, thus why I assumed that's how you had to do it. :P
* Got a message from Ken to let me know that I was actually wrong about my estimation of how EvalDraw was rendering voxels. Apparently, it's done almost entirely by the CPU using convex quads with the GPU only handling framebuffer stuff. That's... actually really impressive given how fast it runs! :o
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Pixelmusement Website:
http://www.pixelships.com
ADG on Pixelmusement:
http://www.pixelships.com/adg
Alphabetical Index of ADG Episodes:
http://www.pixelships.com/adg/index2.html
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https://www.patreon.com/kasick
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