Voxels

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  • How a startup is making it easy to build virtual reality worlds

    by 
    Edgar Alvarez
    Edgar Alvarez
    03.16.2016

    My most recent virtual reality experience was created by a 9-year-old. That's according to Martin Repetto, CEO of Voxelus, a platform that lets you build, share and play your own VR games. As I roam through this Minecraft-like world, steered by a Gear VR headset, Repetto tells me that a kid is the one who designed what I'm seeing. But for Voxelus, which launched last year at the Oculus Connect 2 conference, there's a clear goal: to let anyone, young or old, make VR games without a single line of code.

  • Researchers turn a swarm of drones into a physical hologram

    by 
    Steve Dent
    Steve Dent
    11.06.2015

    The augmented reality interface in Minority Report was futuristic, but what it lacked were objects that you could physically touch, according to researchers from Queens University. The problem is that the film's virtual interface floats in mid-air, and physical objects tend to be ground-bound. To get around that, the team developed a system called BitDrones, with flying nano-drones serving several functions. "PixelDrones" have a basic LED display to show information, "ShapeDrones" are cubic objects that form a physical 3D "display," and "DisplayDrones" contain a touchscreen interface. All of them, plus the human operator, are tracked with a 3D motion capture system.

  • Open-world voxel RPG Planets³ coming to Windows PCs next year

    by 
    Danny Cowan
    Danny Cowan
    03.12.2014

    French indie team Cubical Drift announced the upcoming release of Planets³, an open-world, voxel-based role-playing game due to launch next year for Windows PC platforms. Planets³ finds players stranded on a cube-shaped alien world, where they'll craft items and construct vehicles in order to explore their surroundings. Players can team up with native Job Masters, who teach essential skills like cooking, blacksmithing, and engineering. The end goal is to build a starship and explore the surrounding universe, where further secrets lie. Cubical Drift seeks funding for the project via Kickstarter, where it has currently earned over $50,000 toward its initial goal of $250,000. Planets³ is also up for vote at Steam Greenlight. [Image: Cubical Drift]

  • MMO Mechanics: Procedural generation is the future

    by 
    Tina Lauro
    Tina Lauro
    02.26.2014

    MMOs are infamous for the exorbitant amount of both time and money that is required to make a fantastic end product. Much of this effort and expenditure goes into producing very specific content such as leveling zones, quest chains, and dungeons. The classic themepark MMO in which all the rides are carefully engineered and maintained is compelling for a time, but the content therein tends to take longer to create than it does to exhaust. This invariably leads to redundant content that ends up on the scrapheap once it has been enjoyed for a time. Procedural generation corrects much of this redundancy by providing essentially limitless variations of content, adding replayability and variety to the usual MMO repertoire. It also opens up some unique mechanics, like Elite: Dangerous' planned procedurally generated galaxy that is a full-scale replica of the Milky Way. In this week's MMO Mechanics, I will look at how the genre is evolving because of how accessible procedural generation techniques have become to developers. I'll also explore how this might affect the future of MMOs by examining the mechanics that upcoming titles will incorporate.

  • Trion officially reveals Trove: Endless adventures through endless worlds

    by 
    Justin Olivetti
    Justin Olivetti
    11.15.2013

    Even with its recent "regroup and reorganize" strategy, there's no doubt that Trion Worlds is an ambitious company that enjoys having its fingers in many pies. But what about that yummy voxel Minecraft pie? So tempting... so trendy... so full of antioxidants. Well, Trion's baking one of those up too, and it's called Trove. So what is Trove, exactly? It's something radically different for Trion, though it's plainly drawing upon lessons learned from the studio's other titles. Trove is a multiplayer universe of worlds where creation, destruction, and adventure go hand-in-hand. It's a sandbox, an RPG, a toolset, a public space, a private space, a free-to-play experience, and according to CEO Scott Hartsman, a passion. We spoke with Hartsman to get a handle on what Trove will bring to MMOs and how it's looking to differentiate itself from the rest of the pack. So take one last look at the cute bug above and prepare yourself for an endless adventure through endless worlds.

  • EQN's Steve Klug talks voxels and making editing fun

    by 
    Jef Reahard
    Jef Reahard
    10.11.2013

    Would you like to know more about EverQuest Next's voxel-powered sandbox? SOE technical director Steve Klug recently gave an interview at EQNexus that focuses on the technology used to power the fully destructible fantasy world. "There are many different approaches to rendering voxels, but they all boil down to what amounts to a three dimensional pixel," Klug explains. "Using voxels allows for a very editable world. They allow for meaningful destruction during combat situations. They also allow you to build the castle or dungeon of your dreams." Klug also says that players will have access to the same building tools that SOE's developers use. The company is attempting "to make all aspects of editing really fun," Klug says. "So we like to think of them more as games unto themselves than just plain tools."

  • Gamescom 2013: In-depth looks at EverQuest Next and EQ Next: Landmark

    by 
    Mike Foster
    Mike Foster
    08.21.2013

    SOE's David Georgeson walked Gamescom attendees through some of the finer points of both EverQuest Next and EverQuest Next: Landmark today, focusing on the emergent gameplay, destructible environments, and vast flexibility you'll potentially find in both halves of the game. Most of the information provided on EverQuest Next falls into the "things we already knew" category: The world is procedurally generated, destructible, tiered, and made of voxels. AI responds to your actions in lieu of sticking to specific spawn points; for example, Orcs will naturally search for areas with low guard patrols and high traffic so they can make the most of their thievery and will leave for greener pastures should you start making their work difficult by killing them or alerting guards. There were new details on Landmark, however (check out this great post from MJ to see what we knew before). You can choose between male and female heroes and will begin as an Adventurer class at one of the world's great landmarks. From there, you can adventure freely into the world, find a spot you like, and claim it as your own. Once your spot is claimed, you can build on it however you see fit or move on to claim other areas and link them all together.