Duke Nukem Forever

All i can say is outcast, that was a quality voxel based game. It was hugely derivitive of star wars (one characters even plays one of the sw theme tunes on a flute) but also fun to play. The deformable nature of voxels did/do have good points.
With the programable nature of modern GPU's you could quite easily program them to process voxels...

MrChom said:
Voxels were, in some respects, superior to polygons. Yes, they were EVIL to compute, and light mapping them was also pretty bad....but they offered something that polygons can't do without some HEFTY programming. Dynamic destruction.

Wall made of polygons, you fire a rocket launcher at it and the coder has to have put in a method for destroying that wall by means of either a destructible wall tag and a premade hole, or some kind of prefab....if you even want a blast mark you have to have a decal of some sort.

Now let's do that with voxels...because the engine calculates the exact size of the blast, and the wall is made up of individual voxels you can make something dent, scar, or plain remove the wall with a dynamic hole that could even reflect intervening terrain between explosion and surface along with dynamic blast marks.

Admittedly voxels are quite processor intensive, and modern 3d hardware deals only in polygons, but I think there's going to be a certain re-evaluation of the voxel as developers look for new things to do.
 
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