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Post Overview

Viewing 15 posts Sorting By Date ▼
  • Interactive
    2 years ago
    Interactive
    +2 2 0

    Spellwrath - Website

    The Game has finally gotten a Website!

  • How-to
    3 years ago
    How-to
    +2 2 0

    Advances in Real-Time Rendering- SIGGRAPH 2015

    Very Interesting Articles from the last Siggraph! Some very cool Voxel Stuff as well.

  • Analysis
    3 years ago
    Analysis
    +2 2 0

    Spellwrath - Developer Twitter Account

    If you are interested in keeping up with the development of the game, here is my tiny little Twitter account.

  • Text Post
    3 years ago
    +3 3 0

    Daily Pixel Art

    I recently read about Pixel Dailies and how the 2 People who started this have improved their Pixel Art skills.

    They went from "not so great" to "very good". All they did? Create 1 themed Pixel Art per Day for 365 Days. It didn't even consume that much time per day and I just thought it was such an awesome idea. So, I decided to give it a shot as well. I am on day 3 and it's fun!

    So, for everyone who needs an excuse to start doing Pixel Art, here it is!

    Get Busy!

  • Video/Audio
    3 years ago
    +1 1 0

    Voxel GameDev Interviews

    An "oldish", yet very interesting Interview of some of the more famous Voxel GameDevs: Branislav Siles (Atomontage Engine), Gavan Woolery (Voxel Quest) and Miguel Cepero (Voxel Farm). Sadly the Sound Quality isn't the best with some.

  • Video/Audio
    3 years ago
    +2 2 0

    Plasma Voxels

    A short introductory Video from Siggraph of a successful attempt in creating holograms using Lasers. The "floating light Points" have been suitably dubbed "Plasma Voxels". As with 3D printing, a voxel representation for 3D data se ...

  • How-to
    3 years ago
    +1 1 0

    Novalogic Comanche Voxels

    While not entirely an Article about our modern Approach on Voxel Rendering, this is still an interesting look at how Voxel Rendering used to be done in the Novalogic Engine (Delta Force Series, Comanche). Very short, but enough to get the idea on h ...

  • Text Post
    3 years ago
    +5 5 0

    [DISC] The Cost of Pixel Art

    As a GameDev that relies heavily on Pixel Art, I've always wondered what the most adequate prices are for Pixel Art.

    I found this great Article (on a great site for anything Pixel Art related to be honest):

    2D Will Never Die

    It explains in Depth what they believe are fair prices for Pixel Art sprites.

    I would love to hear from other Artists what they believe is a fair price for their art.

  • Unspecified
    3 years ago
    +10 10 0

    /t/voxel - Voxels, Voxels everywhere!

    /t/voxel is dedicated to all things Voxel! Be it Voxel Game Development, 3D Printing or just plain good ol' Cube Fetishism

  • Unspecified
    3 years ago
    +1 1 0

    Procedural Generation of 3D Caves on the GPU

    After seeing this over at reddits' /r/voxelgamedev, I thought I'd crosspost this here, as this is a very interesting method for procedural cave generation.

  • Text Post
    3 years ago
    +1 1 0

    The Tech behind Spellwrath

    While Spellwrath is still far from being released, I can talk a bit about the Tech in this game.

    Voxels

    The Game will be Voxel based. The entire Landscape is rendered using Sparse Voxel Octrees (check out /t/voxel for some additional information on this). Unlike other Voxel Games, the Landscape is mostly static. The only things that can be added to the Voxel Landscape itself are Buildings, which in turn, are also made up of Voxels.

    Lighting is done via a Real-Time Photon Mapping Technique. Sounds Fancy, but really isn't. As a matter of fact, I would say it is rather simple to implement, yet hard to do in real-time.

    Characters

    The Engine is a Hybrid between the Voxels described above and 2D Sprites. While all this is rendered in a 3D Environment, my goal was to create a Pixel-Art feeling in this Game. No Fancy High-Polygon Models, No Fancy Shaders. Just plain ol' good Sprites.

    This Post will be edited once more Information is ready to be made available

    show moreshow less
  • Text Post
    3 years ago
    +1 1 0

    Sparse Voxel Octree - Papers

    Here are some excellent and very influential Sparse Voxel Octree papers:

    Efficient Sparse Voxel Octrees

    Gigavoxels

    Out-of-Core Construction of Sparse Voxel Octrees

    This list will grow with Time.

  • Text Post
    3 years ago
    +2 2 0

    /t/voxel - The Voxel Tribe for Voxel Gamers/ Developers/Artists, 3D Printing and generally anyone with a fetish for squares

    Come join 'us' (well, me at this point) at /t/voxel and share your Voxel Game Development, Art or even Research.

  • Unspecified
    3 years ago
    +1 1 0

    VoxelQuest

    An upcoming RPG created by Gavan Woolery, set to release some time after 2017. Using a very new approach to voxel rendering using signed distance functions instead of the "traditional" approach of simple intersections.

  • Unspecified
    3 years ago
    +1 1 0

    Atomontage Engine - Home

    A very promising Voxel Engine created by Branislav Síleš. Unlike the currently "typical" large Scale Voxel Engines, it tries to use Voxels for photorealism, as was attempted in the old days.