Inocudom wrote:Colored light rays are not impossible because they can't be achieved in Irrlicht; they are impossible because the developers simply do not like doing them.
rubenwardy wrote:You may want to see 'build a world's graphics - it uses the Irrlicht engine.
shaneroach wrote:rubenwardy wrote:You may want to see 'build a world's graphics - it uses the Irrlicht engine.
A lot of that is indeed very pretty.
https://www.buildaworld.net/
That the one you're talking about? Wow it even has physics for the terrain and buildings. That's downright awesome.
Calinou wrote:shaneroach wrote:rubenwardy wrote:You may want to see 'build a world's graphics - it uses the Irrlicht engine.
A lot of that is indeed very pretty.
https://www.buildaworld.net/
That the one you're talking about? Wow it even has physics for the terrain and buildings. That's downright awesome.
How about Terasology? While programmed in Java (your opinion may vary), it's free/libre and readily available. Unlike Minetest, it runs poorly on slower machines, like many of the graphically advanced games today which lack fallbacks such as fixed-function rendering.
Jordach wrote:My machine is fast and gets bad fps there. With MC + SEUS 10.1 Ultra; I get about ~30 fps non fullscreen and ~15 at 1080p.
this thread is about graphics, not about comparing game play.Inocudom wrote:But terasology has a very limited height range (it is like Minecrafts.)
rubenwardy wrote:this thread is about graphics, not about comparing game play.Inocudom wrote:But terasology has a very limited height range (it is like Minecrafts.)
Inocudom wrote:rubenwardy wrote:this thread is about graphics, not about comparing game play.Inocudom wrote:But terasology has a very limited height range (it is like Minecrafts.)
But Calinou brought up Terasology, so I thought I would mention that.
Quake 3 Arena and Half Life have colored lightrays in them, but those weren't voxel games. I guess one of the issues is that lighting colors would have to be stored in the map database, which could result in a noticeably larger file size in the end, even with leveldb and redis. But suppose lighting nodes had set colors. What then?
Inocudom wrote:rubenwardy wrote:this thread is about graphics, not about comparing game play.Inocudom wrote:But terasology has a very limited height range (it is like Minecrafts.)
But Calinou brought up Terasology, so I thought I would mention that.
Quake 3 Arena and Half Life have colored lightrays in them, but those weren't voxel games. I guess one of the issues is that lighting colors would have to be stored in the map database, which could result in a noticeably larger file size in the end, even with leveldb and redis. But suppose lighting nodes had set colors. What then?
Inocudom wrote:But some people might interpret those three bytes being for every single node, thus they might think that a map of 2GB will become 8GB. Surely, such an increase in map size would not happen.
Inocudom wrote:But some people might interpret those three bytes being for every single node, thus they might think that a map of 2GB will become 8GB. Surely, such an increase in map size would not happen.
Jordach wrote:Inocudom wrote:But some people might interpret those three bytes being for every single node, thus they might think that a map of 2GB will become 8GB. Surely, such an increase in map size would not happen.
Wrong, you can quite simply store them as special nodemeta, allowing custom colours on the fly. (Disco balls anyone?)
This means that non lighting nodes can easily produce the same space, while the new lighting nodes use their node storage.
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