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voxels.blogspot.com

Voxel Game Engine Development

Voxel Game Engine Development. Sparse Voxel Octree Raycasting based Game Development. Dienstag, 28. Juli 2015. I shifted some of my code to GITHUB. You can find it here https:/ github.com/sp4cerat. Mittwoch, 15. Juli 2015. OpenGL Game GUI / Widgets with Source Code (C ). The GUI is intended for PC and/or Console Games. Focus was mostly on keeping everything simple, easy to use, fast, and flexible (like having skin and ttf support). The performance is 700 fps for 20 windows and. 100,100,350,250);. No need...

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Voxel Game Engine Development | voxels.blogspot.com Reviews
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Voxel Game Engine Development. Sparse Voxel Octree Raycasting based Game Development. Dienstag, 28. Juli 2015. I shifted some of my code to GITHUB. You can find it here https:/ github.com/sp4cerat. Mittwoch, 15. Juli 2015. OpenGL Game GUI / Widgets with Source Code (C ). The GUI is intended for PC and/or Console Games. Focus was mostly on keeping everything simple, easy to use, fast, and flexible (like having skin and ttf support). The performance is 700 fps for 20 windows and. 100,100,350,250);. No need...
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Voxel Game Engine Development | voxels.blogspot.com Reviews

https://voxels.blogspot.com

Voxel Game Engine Development. Sparse Voxel Octree Raycasting based Game Development. Dienstag, 28. Juli 2015. I shifted some of my code to GITHUB. You can find it here https:/ github.com/sp4cerat. Mittwoch, 15. Juli 2015. OpenGL Game GUI / Widgets with Source Code (C ). The GUI is intended for PC and/or Console Games. Focus was mostly on keeping everything simple, easy to use, fast, and flexible (like having skin and ttf support). The performance is 700 fps for 20 windows and. 100,100,350,250);. No need...

INTERNAL PAGES

voxels.blogspot.com voxels.blogspot.com
1

Voxel Game Engine Development: April 2015

http://voxels.blogspot.com/2015_04_01_archive.html

Voxel Game Engine Development. Sparse Voxel Octree Raycasting based Game Development. Sonntag, 12. April 2015. Work in Progress on Outstar (SSAO / Bugfixes). The 20 fps in the screenshots is because I captured them on my notebook rather desktop PC). Raycast.org - Games and Graphics News. Download CUDA Voxel Engine Jan.2013. Download Skeletal Animation Tutorial. Download Terrain Engine Source Code. Transvoxel based planet renderer. John Whigham's SVO Raytracer. Jeroen Baert's SVO Raytracer.

2

Voxel Game Engine Development: Oktober 2013

http://voxels.blogspot.com/2013_10_01_archive.html

Voxel Game Engine Development. Sparse Voxel Octree Raycasting based Game Development. Mittwoch, 30. Oktober 2013. Update: Skybox and more octree levels added. Dienstag, 22. Oktober 2013. Block based level editing. First step for the level editor. Raycast.org - Games and Graphics News. Download CUDA Voxel Engine Jan.2013. Download Skeletal Animation Tutorial. Download Terrain Engine Source Code. Transvoxel based planet renderer. John Whigham's SVO Raytracer. Jeroen Baert's SVO Raytracer.

3

Voxel Game Engine Development: März 2014

http://voxels.blogspot.com/2014_03_01_archive.html

Voxel Game Engine Development. Sparse Voxel Octree Raycasting based Game Development. Dienstag, 11. März 2014. Combined Voxel - Polygon Rendering. Today I am proud to present the first screenshot of combined voxel raycasting / triangle based terrain rendering of a simple scene. Better results will hopefully follow in the next posts. Sonntag, 2. März 2014. Skinned Skeletal Animation Tutorial with Source Code. It has the following properties / features:. GPU Skinning / Matrix Palette Skinning. Int index = ...

4

Voxel Game Engine Development: Github Code

http://voxels.blogspot.com/2015/07/github-code.html

Voxel Game Engine Development. Sparse Voxel Octree Raycasting based Game Development. Dienstag, 28. Juli 2015. I shifted some of my code to GITHUB. You can find it here https:/ github.com/sp4cerat. 18 Oktober 2015 um 04:33. Just stumbled upon your GUI lib. Looks very useful, thanks for opensourcing it! Abonnieren Kommentare zum Post (Atom). Raycast.org - Games and Graphics News. Download CUDA Voxel Engine Jan.2013. Download Skeletal Animation Tutorial. Download Terrain Engine Source Code.

5

Voxel Game Engine Development: Januar 2014

http://voxels.blogspot.com/2014_01_01_archive.html

Voxel Game Engine Development. Sparse Voxel Octree Raycasting based Game Development. Mittwoch, 29. Januar 2014. Geometry Clipmaps Terrain Rendering Tutorial Source Code. Today I completed the ClipMap rendering by adding culling to the terrain chunks. The speed is at 1000-2000 fps now. The source is a bit longer but stayed around 200 lines for the main algo, which is easy to overview. You can fetch the source code and executables here:. Textured Version older shader support, 32/64 bit) (Newest). The code...

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danielsdevblog.blogspot.com danielsdevblog.blogspot.com

Daniel's Development Blog: Rendering Imrod

http://danielsdevblog.blogspot.com/2012/07/rendering-imrod_20.html

Friday, July 20, 2012. I was compelled to try and render the Imrod model that Jon Olick (worked for ID Software at one point) rendered with voxels. Below is a video of Jon's render, and below that is mine. Jon's is better. 800x600 60 fps - SVODepth(10) 2 Million visible voxels. I plan to implement voxel contours so that the voxels no longer have the cubical shape when viewed up close, but rather have a smoother surface that better represents the high poly source model. Subscribe to: Post Comments (Atom).

svenforstmann.com svenforstmann.com

Sven Forstmann, Ph.D

http://www.svenforstmann.com/index.php?p=software

CodeFlash is a tool to assist you in writing source code via code snippets. It supports most editors and provides templates for the important programming languages. GitHub Quadric Mesh Simplification Page. Game-GUI is easy to use and features TTF fonts, UTF8, skins, callbacks, alpha-blending, custom mouse pointers, multi-screen support and also includes a basic file-browser as well as a complete window manager. It is based on OpenGL/GLSL and includes samples for GLUT and QT5. GitHub Game GUI Page. ClipMa...

devmaster.net devmaster.net

Sparse Voxel Octree Raytracing Tech-Demo using Image Warping (up to 4x faster) | DevMaster

http://devmaster.net/p/24457/sparse-voxel-octree-raytracing-tech-demo-using-image-warping-up-to-4x-faster

Sparse Voxel Octree Raytracing Tech-Demo using Image Warping (up to 4x faster). At May 22, 2015. Click here to visit link. Commenting will be coming soon. In the meantime, feel free to create a discussion topic. Noise Functions and Map Generation. Godot Game Engine to be Open Sourced. Valve reveals haptic game controller. Dolphin Emulator and OpenGL drivers. AMD unveils revolutionary Mantle . Interactive WebGL Water Demo. Call for a New Post-Processing Pipe. Dim3 Ray Traced Shooter.

danielsdevblog.blogspot.com danielsdevblog.blogspot.com

Daniel's Development Blog: Better Scene Management

http://danielsdevblog.blogspot.com/2012/11/better-scene-management.html

Friday, November 16, 2012. Improved scene bounding volume hierarchy. This scene contains 2,500 instanced Imrod Models. 480x360 @ 25-30 fps. There is still much I want to do in the way of optimizations. My goal is still at least 30 fps at a resolution of 1280x720 (720p). My next blog entry will hopefully show models with color rather than being textured white. Imrod Model by Dmitry Parkin. December 5, 2012 at 6:39 PM. Nice work there :). Subscribe to: Post Comments (Atom). Voxel Engine Development Blog.

danielsdevblog.blogspot.com danielsdevblog.blogspot.com

Daniel's Development Blog: Soft Shadows and Glossy Specular Reflection

http://danielsdevblog.blogspot.com/2013/01/soft-shadows-and-glossy-specular.html

Friday, January 18, 2013. Soft Shadows and Glossy Specular Reflection. It has been a while since I posted my last update. I have made some major changes since then. I am still working on optimizations of the ray traversal algorithms and data structures. I have implemented soft shadows and glossy specular reflection by using a technique that loosely follows what Cyril Crassin pioneered and what Epic's Unreal Engine 4 is using for dynamic lighting (Sparse Voxel Octree Cone Tracing). Are you using octrees?

danielsdevblog.blogspot.com danielsdevblog.blogspot.com

Daniel's Development Blog: January 2013

http://danielsdevblog.blogspot.com/2013_01_01_archive.html

Friday, January 18, 2013. Soft Shadows and Glossy Specular Reflection. It has been a while since I posted my last update. I have made some major changes since then. I am still working on optimizations of the ray traversal algorithms and data structures. I have implemented soft shadows and glossy specular reflection by using a technique that loosely follows what Cyril Crassin pioneered and what Epic's Unreal Engine 4 is using for dynamic lighting (Sparse Voxel Octree Cone Tracing). View my complete profile.

danielsdevblog.blogspot.com danielsdevblog.blogspot.com

Daniel's Development Blog: Better Shading

http://danielsdevblog.blogspot.com/2012/08/better-shading.html

Wednesday, August 8, 2012. Fixed the shading and added spherical environment mapped specular reflections. 800x600 50 fps - SVODepth(11) 2 Million visible voxels. My next goal is to implement some sort of contour mapping per voxel, so that even at a lower subdivision level it will still look as detailed as this example. Subscribe to: Post Comments (Atom). Voxel Engine Development Blog. Tempe, Arizona, United States. View my complete profile. Awesome Inc. template. Template images by Ollustrator.

danielsdevblog.blogspot.com danielsdevblog.blogspot.com

Daniel's Development Blog: July 2012

http://danielsdevblog.blogspot.com/2012_07_01_archive.html

Friday, July 20, 2012. I was compelled to try and render the Imrod model that Jon Olick (worked for ID Software at one point) rendered with voxels. Below is a video of Jon's render, and below that is mine. Jon's is better. 800x600 60 fps - SVODepth(10) 2 Million visible voxels. I plan to implement voxel contours so that the voxels no longer have the cubical shape when viewed up close, but rather have a smoother surface that better represents the high poly source model. Wednesday, July 11, 2012. Octree De...

danielsdevblog.blogspot.com danielsdevblog.blogspot.com

Daniel's Development Blog: Instance Test

http://danielsdevblog.blogspot.com/2012/08/instance-test.html

Thursday, August 30, 2012. Just a quick test of the instancing capabilities. In this test there are 1,323 Imrod Models. Only one copy of the octree resides in GPU memory taking 75 MB; the rest are instanced but have there own lighting. 480x400 4-25 fps - ( 2.2 billion) Visible Voxels. It runs slow as I have yet to optimize the scene octree and there are a few other bottlenecks I am working on. Here is a 1280x720 render at 20 fps of a single model:. Subscribe to: Post Comments (Atom).

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Voxels Productions

Voxels Productions est une société de production technique spécialisée dans les installations numériques. Basée sur 10 ans d'expérience et sur une veille technologique permanente, Voxels Productions se charge d'étude, de conception technique, de maîtrise d'ouvrage, d'installation et de maintenance de créations artistiques digitales et de dispositifs multimédia. Son champs d'action se développe de l'installation événementielle, aux Ĺ“uvres pérennes dans les espaces urbains, museaux ou privés. Miguel Cheval...

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Voxel Game Engine Development

Voxel Game Engine Development. Sparse Voxel Octree Raycasting based Game Development. Dienstag, 28. Juli 2015. I shifted some of my code to GITHUB. You can find it here https:/ github.com/sp4cerat. Mittwoch, 15. Juli 2015. OpenGL Game GUI / Widgets with Source Code (C ). The GUI is intended for PC and/or Console Games. Focus was mostly on keeping everything simple, easy to use, fast, and flexible (like having skin and ttf support). The performance is 700 fps for 20 windows and. 100,100,350,250);. No need...

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VOXELS.com | Voxels.com is a One-Word Domain for Sale by ADA Sign Depot

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ArcadeVR - Uma experiência sem igual!

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Release 0.7 available at Github. Now with ROS URDF support! With version 0.7 the GPU Voxels lib can finally load URDF files! The changelog for 0.7 says:. Comments Off on Release 0.7 available at Github. Now with ROS URDF support! Jun 10, 2015. Release 0.6 fixes race condition with Octrees. Latest Version 0.6 is online at GitHub. We fixed a race condition that occured, when visualizing more than one Octree with the visualizer. That also fixes the flickering that could occur when rendering Octrees. I also ...