Comments on: PolyVox on Android http://www.volumesoffun.com/polyvox-on-android/ Voxel-based games and technology Tue, 11 Aug 2020 06:19:17 +0000 hourly 1 https://wordpress.org/?v=4.9.3 By: David Williams http://www.volumesoffun.com/polyvox-on-android/#comment-1703 Sun, 18 Nov 2012 22:33:53 +0000 http://www.volumesoffun.com/?p=938#comment-1703 I don’t have access to a Blackberry PlayBook so I haven’t tested there. I answered you other questions on the gameplay3D forum as it seemed better to keep the conversation in one place: http://www.gameplay3d.org/forums/viewtopic.php?f=5&t=6&p=736

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By: Ihor http://www.volumesoffun.com/polyvox-on-android/#comment-1702 Sun, 18 Nov 2012 20:50:07 +0000 http://www.volumesoffun.com/?p=938#comment-1702 Hello, any updates related to build PolyVox under mobile platforms? Can you provide instructions how to include PolyVox
library to the project based on Gameplay SDK? I like PolyVox and I planning to use it as voxel engine for Blackberry Playbook development. Did you had a chance to launch PolyVox under Playbook OS?

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By: Where's the next PolyVox release? - Volumes Of Fun http://www.volumesoffun.com/polyvox-on-android/#comment-1241 Fri, 19 Oct 2012 19:59:10 +0000 http://www.volumesoffun.com/?p=938#comment-1241 […] filled the first 6-8 months and is still in the background), but we’ve also been working on gameplay integration and having a busy couple of months at work. Still, there has been a steady stream of […]

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By: PolyVox Marching Cubes http://www.volumesoffun.com/polyvox-on-android/#comment-1210 Sat, 13 Oct 2012 07:08:40 +0000 http://www.volumesoffun.com/?p=938#comment-1210 […] smooth terrain into RIMs gameplay3d engine. This follows on from our previous work on cubic terrain. The smooth terrain is no more difficult than cubic terrain, and the main challenge has been […]

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By: David Williams http://www.volumesoffun.com/polyvox-on-android/#comment-1088 Sun, 09 Sep 2012 20:00:52 +0000 http://www.volumesoffun.com/?p=938#comment-1088 It didn’t compile straight out of the box on Android but it wasn’t too hard to get it working. I had to delete some code that was using std::function as the Android compiler didn’t recognise that, and exceptions were also a problem. There may well be compiler flags I was missing to add support for these features though.

At any rate we’ll keep these issues in mind, and I think we’ll try to make PolyVox more mobile compatible in the future.

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By: Robert Stehwien http://www.volumesoffun.com/polyvox-on-android/#comment-1087 Sat, 08 Sep 2012 21:30:47 +0000 http://www.volumesoffun.com/?p=938#comment-1087 Got me looking at the gameplay engine now. I’ve been following polyvox for a little while but integrating it into Unity is a pain (not to mention requiring pro). I started working on a voxel engine for Unity and said to a friend “I’d rather use C++ and Lua so I can use some libraries (like PolyVox)… but the problem is getting them all to compile on the different platforms and mobile.” Along comes your article and I’m giving gameplay a try. So far I like it.

Did you come across any snags using it with PolyVox? It would be very interesting to see you port Voxeliens to gameplay.

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By: David Williams http://www.volumesoffun.com/polyvox-on-android/#comment-1020 Tue, 14 Aug 2012 08:54:34 +0000 http://www.volumesoffun.com/?p=938#comment-1020 I agree that the gameplay matches mobile a lot better – it’s the kind of game you’ll play for 10 minutes while sitting on the bus rather than playing on your PC when you get home from work. I think the controls are solvable, for example your right thumb could control the rotation of the world while your left thumb controls the tank… then just poke it with your nose to shoot.

I’m mostly concerned about performance, and in particular drawing the large numbers of enemies. Not sure if mobile phones support much in the way of instancing. I need to do a lot of research here.

We’ve been on Voxeliens for ages and are both looking forward to doing something new… but at the same time we should make the most of all opportunities and we already have the art assets and design for this. At least we’re playing with new tech, and it provides useful test of our next engine. We’ll just have to see where it goes 🙂

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By: Freakazo http://www.volumesoffun.com/polyvox-on-android/#comment-1018 Tue, 14 Aug 2012 02:58:17 +0000 http://www.volumesoffun.com/?p=938#comment-1018 The gameplay certainly does, but getting the controls right will be incredibly hard.

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By: glue http://www.volumesoffun.com/polyvox-on-android/#comment-1017 Tue, 14 Aug 2012 01:52:55 +0000 http://www.volumesoffun.com/?p=938#comment-1017 Very cool. I think it would make a lot of sense to try and get Voxeliens on the mobile platforms. Frankly I think it fits better in that market space than the PC market. I could be wrong of course, but that’s my opinion.

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By: David Williams http://www.volumesoffun.com/polyvox-on-android/#comment-1010 Mon, 13 Aug 2012 09:53:23 +0000 http://www.volumesoffun.com/?p=938#comment-1010 Unfortunatly there’s no simple answer to this question. In the video the frame rate is varying between about 40-50 FPS, and this variation seems to depend on which angle the terrain is viewed from (even though the same number of cubes are being drawn). The performance basically depends on where the bottleneck in the pipeline is (vertex shader, fragment shader, interpolators, etc) and this will depend on the application. I expect we’ll do more experiment in the future though.

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