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Planets³ (Planets Cube) and Cube World

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Date Editor Before After
4/2/2014 5:22:39 PMBRrankFortaleza before revert after revert
4/2/2014 3:10:31 PMBRrankFortaleza before revert after revert
4/2/2014 3:08:57 PMBRrankFortaleza before revert after revert
4/2/2014 3:07:52 PMBRrankFortaleza before revert after revert
Before After
1 See the [url=http://www.youtube.com/watch?v=R0ul1674F1k]youtube video[/url], maybe him talk about it there. 1 See the [url=http://www.youtube.com/watch?v=R0ul1674F1k]youtube video[/url], maybe him talk about it there.
2 In the update text the only part i did see about boolean geometry was this: 2 In the update text the only part i did see about boolean geometry was this:
3 [quote]VQ is one of the few game engines I know of that is truly volumetric. That means that every object is solid in a non-trivial manner. If you slice a brick wall in half, you will find every brick laid out properly in the new cross section. The same goes for any other material or object. It also supports boolean geometry - you can create a cube and "subtract" a sphere from it. Even more intelligent types of intersections are possible - for example you can notice in the buildings each segment is intelligently walled off when it is added or removed. Because everything is evaluated on a point by point basis in 3D space, it is extremely easy to define objects mathematically (in fact, every object is basically defined by a few equations, and most of the shapes are derived from superellipsoids). Every object is currently voxel based with the exception of grass blades, which were easier to implement with polygons. There are no "textures" in the traditional sense, there are only voxels. In this sense, the engine is kind of driven by 3D textures that are not painted on but rather apply to the entire volume of an object.[/quote] 3 [quote]VQ is one of the few game engines I know of that is truly volumetric. That means that every object is solid in a non-trivial manner. If you slice a brick wall in half, you will find every brick laid out properly in the new cross section. The same goes for any other material or object. It also supports boolean geometry - you can create a cube and "subtract" a sphere from it. Even more intelligent types of intersections are possible - for example you can notice in the buildings each segment is intelligently walled off when it is added or removed. Because everything is evaluated on a point by point basis in 3D space, it is extremely easy to define objects mathematically (in fact, every object is basically defined by a few equations, and most of the shapes are derived from superellipsoids). Every object is currently voxel based with the exception of grass blades, which were easier to implement with polygons. There are no "textures" in the traditional sense, there are only voxels. In this sense, the engine is kind of driven by 3D textures that are not painted on but rather apply to the entire volume of an object.[/quote]
4 http://www.voxelquest.com/1/post/2014/03/march-mega-update.html