Home » MODDING HQ 1.13 » v1.13 Feature Requests » Likely crazy but... Voxels in JA2?
Likely crazy but... Voxels in JA2?[message #350345] Sun, 16 July 2017 18:35 Go to next message
Zarax

 
Messages:48
Registered:February 2007
Location: Italy
Not exactly a request but more of an inquiry about difficulty and potential...
Since it's clear that 1.13 will stay pixel based and no change of engine is realistic, has anyone ever considered adding voxel logic to 1.13?

While I'm pretty sure it would be quite challenging (but hopefully not as bad as adding polygons) it would increase game depth incredibly by allowing an higher variation of terrain shapes, a much more refined cover system and possibly a more reactive environment, with features like cover that can be slowly eroded by heavy bullet fire, the ability of cutting holes in walls and doors and I'm sure a few other things I didn't think about...

How do you devs would see it? Borderline impossible or something that could be realistically developed?

Thanks in advance!
Re: Likely crazy but... Voxels in JA2?[message #350346 is a reply to message #350345] Sun, 16 July 2017 20:38 Go to previous messageGo to next message
sevenfm

 
Messages:1327
Registered:December 2012
Location: Under the Mountain
Ja2 uses voxels for physical model since vanilla, though it has limitations.
This is how Ja2 world looks for game engine when it calculates LOS or moves bullet:
http://i.imgur.com/oc60ACE.jpg
The picture was taken from the JSD discussion here: link



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Re: Likely crazy but... Voxels in JA2?[message #350349 is a reply to message #350346] Mon, 17 July 2017 08:47 Go to previous messageGo to next message
Zarax

 
Messages:48
Registered:February 2007
Location: Italy
That's... Very interesting!
Sadly I don't speak russian and google translator is not as effective as I'd like (in addition to my very limited code knowledge) but that pic looks almost like a dynamic perspective to me...
Is that the Palace map?

That said, now some of Flugente's experiments makes a lot more sense, which leads to a few more questions:

1) How hard would it be to increase the voxel "resolution", in terms of for example adding more height levels and/or things like wall thickness?
2) Could objects in the engine be given different "durability" parameters, leading for example to "semi-hard" cover which would crumble after receiving X damage from heavy bullets?
3) Could this eventually lead to trenches and shell craters for example?
4) Seeing that pic, could the engine support potentially the change of isometric view, leading for example to the ability of rotating the map?

Thanks for your answer and sorry for the bunch of questions happy

Re: Likely crazy but... Voxels in JA2?[message #350350 is a reply to message #350349] Mon, 17 July 2017 09:44 Go to previous messageGo to next message
sevenfm

 
Messages:1327
Registered:December 2012
Location: Under the Mountain
Zarax wrote on Mon, 17 July 2017 10:47
That's... Very interesting!
Sadly I don't speak russian and google translator is not as effective as I'd like (in addition to my very limited code knowledge) but that pic looks almost like a dynamic perspective to me...
Is that the Palace map?

Yes, according to discussion in that thread.

Quote:
1) How hard would it be to increase the voxel "resolution", in terms of for example adding more height levels and/or things like wall thickness?

Already implemented as mod for vanilla Ja2:
http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=22773&start=0&

Quote:
2) Could objects in the engine be given different "durability" parameters, leading for example to "semi-hard" cover which would crumble after receiving X damage from heavy bullets?

There's already Flugente's anti-material ammo feature, though I'm not sure if damage accumulates for JSD structure or is that instant effeect.

Quote:
3) Could this eventually lead to trenches and shell craters for example?

Trenches are implemented as visual effect in FFF mod by Scorpion:
http://i.imgur.com/XfhmKne.jpg
Real physical trenches implementation is not possible in the current code as far as I know.

Quote:
4) Seeing that pic, could the engine support potentially the change of isometric view, leading for example to the ability of rotating the map?

Should be possible with graphical engine code rewrite and a lot of graphical work with making 4 views for each possible tile. Very unlikely to happen.



Stable 7609+fix (06.09.2017)
Stable 7609+AI (r512 19.09.2017)
Improved weapon sounds, Ambient sounds, LoadScreenHints for Ja2+AI
Youtube channel
Win8+ fix


Re: Likely crazy but... Voxels in JA2?[message #350355 is a reply to message #350350] Tue, 18 July 2017 09:31 Go to previous message
Zarax

 
Messages:48
Registered:February 2007
Location: Italy
Thank you very much!

Is there any chance "HD" Jsd will ever end up as part of 1.13?

As for trenches, I think Flugente experimented here: http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=22780&goto=345445&#msg_345445
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