#voxel architecture
Explore tagged Tumblr posts
Text
Journal Entry Two
I awoke this morning to John's soft sounds of discomfort. It was a moment before I remembered where I was, but then the previous night's events returned to me. I am stranded on an unknown alien world with only one know survivor of my crew other than myself, and the locals have us in their village. I admit, when I woke this morning my spirits were not high.
We were brought breakfast by an handful of locals. They were lead by an older individual who leaned on a can for support and had a greying beard and was decorated in what I could only guess was ornamentation to designate his high social status. But my eyes were not drawn to his jewels and braided wire jewelry. No. My eyes were beckoned by a flash of emerald green that reflected for a moment to dazzle the entire room in dancing green light as it passed through a beam of early morning light. The green belonged the a local girl who, instead of the standard blues of the other members of her people, had hair that was green as a rare gem and shiny as the rare spider silk thread of Homeworld IV.
Before I gathered my thoughts, her and the others set down trays of fruit and some sort of porridge and left the room. I was then alone with only the elder, who began to speak gently to me.
His language was strange to me. His voice reminded me of my days as a boy, hunting deer on the King's land for meat and scurrying home when I heard a guard to avoid arrest. And when the elder spoke some words, it almost sounded like two voices speaking at once, but the words came from his mouth alone. He must have realized I have no home of understanding, because he moved to John's side and put a hand on my companion's chest, then made a sound like rattled breathing.
I listened carefully to John's breath, my ear to his chest, and found it was true. John seemed to have fluid of some kind building in his lungs. An easy fix if I could go back to my ship and salvage medical supplies.
I attempted to explain as much, but the old man could not understand the wider galaxy's civilized speech. A minor frustration, but nothing I am not equipped to work around.
After an exchange of charades, I was allowed out of the hut, which was a blessing as the ceiling was so short I could not stand up properly.
Outside in the light of day, I was able to finally breath. The air here is rich, making it easy to feel awake and invigorated. I will have to retrieve equipment for testing, but I can see the lack of pollution and feel the high oxygen levels. I would love to know what else I am breathing.
The gravity of the world is somewhat low, which made my spirits feel lighter, and my hopes rise to the belief that I can make the best of this situation.
Once I took stock of the location, it became evident that this village was larger than my initial estimate. I expected only a few dozen, or a hundred individuals at this location. But after a short walk, I can say there are at least a thousand people living in this town.
The place is in full flood, and I speculate that as a normal seasonal occurrence, as all the streets are made of raised boardwalks, and houses are built on stilts.
A wooden wall surrounds the entirety of the village, with guard stations mounted to the top. And one thing I had to learn fairly quickly, through a complicated exchange, all washrooms are mounted on the wall. When I approached one, I expected little more than an outhouse that dumped my excrement into the water outside. Imagine my surprise to be met with genuine plumping, and pipes that took it away to a safe distance. From what I could see through the little peephole, they use an aquifer system to take sewage to fields, where I can only assume it is used to fertilize crops.
Alas I have saved the most vexing technological feature for last. Over the sky of the entire village is a dome of energy, one that looks almost as sophisticated as the energy barriers used in space faring races. This dome seems to be powered by several massive crystals that buzz with energy. I will investigate this further.
My efforts to go to my ship were in vain. Any time a local realized my intent to leave the wall, I was immediately barred from exit. Every gate was guarded by locals in grey uniforms. No amount of explaining my urgency swayed their ruling.
Eventually I went back to John, who was awake by this time. I explained the situation, and, ever a good friend, he told me to calm my nerves. He had been tended to with the strange medicine of these creatures, and for now was okay. I shall focus for now on gaining enough trust to be allowed outside of the walls of this village.
PREV - NEXT
2 notes
·
View notes
Text
Nipponzan Myohoji | Japanese Temple 3D Model
#nipponzan myohoji#3d model#3d render#low poly#3d art#3d#blender#voxels#voxelart#magica voxel#japanese architecture#japan aesthetic#traditional architecture#temple#peace pagoda#buddism#japan#monk#prayer
3 notes
·
View notes
Text
The Sky Temple Voxelart
My favourite and one of the best works yet, more like a fan art of Indian architecture of Brihadeeswara Temple by adding Some fantasy concept elements #voxelart
#voxelart#magica voxel#sandbox#metaverse#minecraft#minecraftbuilds#minecraft art#3d art#3d render#3d illustration#blender3d#3d environment#temple art#temple architecture#indian temples#vinaychikkam
6 notes
·
View notes
Photo
Mari - Persian House No.13
4 notes
·
View notes
Text
[Voxel Art] The warm under the cold
0 notes
Text
Love to make things that look like they're for an old Windows computer
#i added 0 statues so far so that's my artistic excuse#9/12/22 - but that was minor adjustments after i'd left it for months#YES I KNOW it's supposed to be bricks on the bottom not bare earth but even with simplified geometry on most of it didn't load.#voxel art#digital art#art#queer artist#trans artist#greek architecture#technically a study technically a wip but im not posting it in either of those bc it v much is own work and has been since the start#also i shoulddd shade the terrain w photoshop but im not gonna for this post#artist's favorites#architecture#before anyone comes at me i literally did this perfectly to scale. PERFECTLY.#edit: just realized the inner pillars have a gap above them. im going to blow up this entire website
1 note
·
View note
Photo
1 note
·
View note
Photo
0 notes
Text
Pre-alpha Lancer Tactics changelog
(cross-posting the full gif changelog here because folks seemed to like it last time I did)
We're aiming for getting the first public alpha for backers by the end of this month! Carpenter and I scoped out mechanics that can wait until after the alpha (e.g. grappling, hiding) in favor of tying up the hundred loose threads that are needed for something that approaches a playable game. So this is mostly a big ol changelog of an update from doing that.
But I also gave a talent talk at a local Portland Indie Game Squad event about engine architecture! It'll sound familiar if you've been reading these updates; I laid out the basic idea for this talk almost a year ago, back in the June 2023 update.
youtube
We've also signed contracts & had a kickoff meeting with our writers to start on the campaigns. While I've enjoyed like a year of engine-work, it'll be so so nice to start getting to tell stories. Data structures don't mean anything beyond how they affect humans & other life.
New Content
Implemented flying as a status; unit counts as +3 spaces above the current ground level and ignores terrain and elevation extra movement costs. Added hover + takeoff/land animations.
Gave deployables the ability to have 3D meshes instead of 2D sprites; we'll probably use this mostly when the deployable in question is climbable.
Related, I fixed a bug where after terrain destruction, all units recheck the ground height under them so they'll move down if the ground is shot out from under them. When the Jerichos do that, they say "oh heck, the ground is taller! I better move up to stand on it!" — not realizing that the taller ground they're seeing came from themselves.
Fixed by locking some units' rendering to the ground level; this means no stacking climbable things, which is a call I'm comfortable making. We ain't making minecraft here (I whisper to myself, gazing at the bottom of my tea mug).
Block sizes are currently 1x1x0.5 — half as tall as they are wide. Since that was a size I pulled out of nowhere for convenience, we did some art tests for different block heights and camera angles. TLDR that size works great and we're leaving it.
Added Cone AOE pattern, courtesy of an algorithm NMcCoy sent me that guarantees the correct number of tiles are picked at the correct distance from the origin.
pick your aim angle
for each distance step N of your cone, make a list ("ring") of all the cells at that distance from your origin
sort those cells by angular distance from your aim angle, and include the N closest cells in that ring in the cone's area
Here's a gif they made of it in Bitsy:
Units face where you're planning on moving/targeting them.
Got Walking Armory's Shock option working. Added subtle (too subtle, now that I look at it) electricity effect.
Other things we've added but I don't have gifs for or failed to upload. You'll have to trust me. :)
disengage action
overcharge action
Improved Armament core bonus
basic mine explosion fx
explosion fx on character dying
Increase map elevation cap to 10. It's nice but definitely is risky with increasing the voxel space, gonna have to keep an eye on performance.
Added Structured + Stress event and the associated popups. Also added meltdown status (and hidden countdown), but there's not animation for this yet so your guy just abruptly disappears and leaves huge crater.
UI Improvements
Rearranged the portrait maker. Auto-expand the color picker so you don't have to keep clicking into a submenu.
Added topdown camera mode by pressing R for handling getting mechs out of tight spaces.
The action tooltips have been bothering me for a while; they extend up and cover prime play-area real estate in the center of the screen. So I redesigned them to be shorter and have a max height by putting long descriptions in a scrollable box. This sounds simple, but the redesign, pulling in all the correct data for the tags, and wiring up the tooltips took like seven hours. Game dev is hard, yo.
Put the unit inspect popups in lockable tooltips + added a bunch of tooltips to them.
Implemented the rest of Carpenter's cool hex-y action and end turn readout. I'm a big fan of whenever we can make the game look more like a game and less like a website (though he balances out my impulse for that for the sake of legibility).
Added a JANKY talent/frame picker. I swear we have designs for a better one, but sometimes you gotta just get it working. Also seen briefly here are basic level up/down and HASE buttons.
Other no-picture things:
Negated the map-scaling effect that happens when the window resizes to prevent bad pixel scaling of mechs at different resolutions; making the window bigger now just lets you see more play area instead of making things bigger.
WIP Objectives Bullets panel to give the current sitrep info
Wired up a buncha tooltips throughout the character sheet.
Under the Hood
Serialization: can save/load games! This is the payoff for sticking with that engine architecture I've been going on about. I had to add a serialization function to everything in the center layer which took a while, but it was fairly straightforward work with few curveballs.
Finished replacement of the kit/unit/reinforcement group/sitrep pickers with a new standardized system that can pull from stock data and user-saved data.
Updated to Godot 4.2.2; the game (and editor) has been crashing on exit for a LONG time and for the life of me I couldn't track down why, but this minor update in Godot completely fixed the bug. I still have no idea what was happening, but it's so cool to be working in an engine that's this active bugfixing-wise!
Other Bugfixes
Pulled straight from the internal changelog, no edits for public parseability:
calculate cover for fliers correctly
no overwatch when outside of vertical threat
fixed skirmisher triggering for each attack in an AOE
fixed jumpjets boost-available detection
fixed mines not triggering when you step right on top of them // at a different elevation but still adjacent
weapon mods not a valid target for destruction
made camera pan less jumpy and adjust to the terrain height
better Buff name/desc localization
Fixed compcon planner letting you both boost and attack with one quick action.
Fix displayed movement points not updating
Prevent wrecks from going prone
fix berserkers not moving if they were exactly one tile away
hex mine uses deployer's save target instead of 0
restrict weapon mod selection if you don't have the SP to pay
fix deployable previews not going away
fix impaired not showing up in the unit inspector (its status code is 0 so there was a check that was like "looks like there's no status here")
fix skirmisher letting you move to a tile that should cost two movement if it's only one space away
fix hit percent calculation
fix rangefinder grid shader corner issues (this was like a full day to rewrite the shader to be better)
Teleporting costs the max(spaces traveled, elevation change) instead of always 1
So um, yeah, that's my talk, any questions? (I had a professor once tell us to never end a talk like this, so now of course it's the phrase that first comes to mind whenever I end a talk)
116 notes
·
View notes
Text
Hi. I'm Voxel, and I use it/its pronouns; technology related neos are ok too. (If you care to use neopronouns, some I like are tech/techs/techself, co/code/codeself, cy/cyber/cyberself, and similar.) I'm aroace and demiplatonic, and my gender is simultaneously agender and pangender.
DNI: lgbtqphobes, bigots, Wilbur Soot supporters, NSFW blogs. If any accounts under these categories interact they will be immediately blocked. Anyone asking for money will also be blocked.
BYF: I can be blunt or rude by accident; I swear randomly; I block freely if I become uncomfortable; I'm not typically very active.
Some fandoms I'm in are (but not limited to): Hazbin Hotel, Helluva Boss, The Amazing Digital Circus, The Darly Boxman Show, The Lord of the Rings, Star Wars, Arcane, Sanders Sides, Creepypasta, SCP, The Disastrous Life of Saiki K., Neon Genesis Evangelion, Across The Spiderverse.
Things I'm interested in are psychology (specifically personality psychology and abnormal psychology), architecture, aesthetics, art, and, queer history.
Tagging system:
#Enigma's Archive: things I made that I'm saving for future reference
#Curiosities: random (typically odd or unusual) things that interest me
#Photography: all the photography images I've enjoyed and saved for future reference. It can be further organized with #city or #nature to specify what you'd like to see
[ userbox by @ lgbtq-userboxes | dividers by @ xaerainy ]
11 notes
·
View notes
Text
More voxel, Adventure of Lolo and some architectural fare.
27 notes
·
View notes
Text
Looking at Voxel Things and Commenting On Their Quality
This one's done pretty well technically. It's one of those low-voxel models, that really accentuates the blockiness of the art style. Honestly, it's not my thing, but it looks alright objectively.
This is interesting, since despite being voxels, the tentacles are stretchy and pretty fluid, as is the unfortunate dungeoneer who gets launched towards the ceiling. It's pretty cool, and I like some o the background props, like cobwebbed corners and swords mounted on the wall. I've had an idea for a fantasy voxel game actually, not Overdeath, but maybe a project down the line.
This ancient temple is pretty cool. I like how... dimensional it is. The walls have loose jutting stones and little potholes in the weathered walkways, it gives a pretty good idea of the space it's in. The different layers of it are cool too, the brown chiseled stuff down below and the more vine-covered ruins on top.
These are some fantasy mechs, I assume. The detail here is really good; they resemble machines, but on a more architectural level, they're built like walking citadels. There's a big focus on red light too; I could see these things being part of a really stylised game or animation.
2 notes
·
View notes
Text
Minecraft : Building Blocks of Creativity and Exploration
In the expansive universe of video games, few titles have left as indelible a mark as Minecraft. Developed by Mojang Studios and originally created by Markus Persson, Minecraft mod apk has evolved from a simple indie game to a global phenomenon that celebrates creativity, exploration, and endless possibilities in a blocky, pixelated world.
The Genesis of a Blocky World
Minecraft first emerged onto the gaming scene in 2009, capturing the attention of players with its distinctive voxel-based graphics and sandbox gameplay. Set in a procedurally generated world made up of blocks representing various materials, players are thrust into a vast landscape teeming with mountains, forests, oceans, and caves to explore.
Exploration and Survival
At its core, Minecraft offers two primary modes: Survival and Creative. In Survival mode, players must gather resources, craft tools and weapons, and build shelters to survive the hostile environment inhabited by creatures like zombies, skeletons, and spiders. The day-night cycle and varying biomes add layers of challenge and adventure as players navigate through the world in search of rare materials and hidden treasures.
Unleashing Creative Potential
Creative mode, on the other hand, unleashes boundless creativity by providing players with unlimited resources and the ability to fly. Here, imagination knows no bounds as players construct intricate buildings, sprawling cities, and fantastical landscapes using an array of blocks and items. This mode serves as a virtual canvas where players can express themselves through architectural marvels or recreate real-world landmarks with pixelated precision.
Community and Collaboration
A cornerstone of Minecraft's enduring appeal lies in its vibrant community of players and content creators. From intricate mods and custom texture packs to elaborate multiplayer servers hosting mini-games and role-playing adventures, the game's community-driven ethos fosters collaboration, innovation, and the sharing of experiences across platforms and continents.
Educational Impact
Beyond its entertainment value, Minecraft has also found a place in education, with educators leveraging its immersive environment to teach subjects ranging from history and mathematics to programming and environmental science. The game's ability to engage and empower learners through hands-on exploration and collaborative problem-solving has sparked initiatives like Minecraft: Education Edition, tailored specifically for classroom use.
Endless Updates and Evolution
Mojang Studios continues to enrich Minecraft with regular updates that introduce new features, biomes, creatures, and gameplay mechanics. These updates not only keep the experience fresh for longtime players but also attract new adventurers eager to delve into the ever-expanding universe of possibilities that Minecraft offers.
Visual Style and Soundtrack
Minecraft's distinctive visual style, characterized by its blocky textures and retro-inspired aesthetic, has become iconic in gaming culture. The ambient soundtrack composed by C418 complements the serene exploration and intense moments of survival, enhancing the immersive experience as players traverse the vast landscapes and delve into the depths of underground caverns.
Conclusion
Minecraft stands as a testament to the power of creativity, exploration, and community in the world of gaming. Whether embarking on epic quests in Survival mode, unleashing boundless imagination in Creative mode, or collaborating with friends and fellow enthusiasts, Minecraft continues to captivate players of all ages with its limitless potential and enduring charm. As the game continues to evolve and inspire, its blocky world remains a canvas where players can shape their own adventures, forge lasting friendships, and celebrate the joy of creation in a digital realm unlike any other.
0 notes
Text
Masterpost
Hi! This blog is dedicated to lorebuilding my original species! Here is a quick guide to navigate!
Quick overview (old post, may contain outdated info)
Customs (coming soon!)
google doc developing their language (constantly updating)
The Journal (series of journal entries written by a human who crash landed on Vox. Includes scientific sketches)
Tag guide under cut
About the voxel Uncategorized fun facts
Voxel architecture this covers how they build their houses, cities, roads, etc.
Voxel tech This is about their technology, which is super all over the place tbh.
Voxel cuisine Any info on their food, such as what kinds of plants they eat or recipes they cook
Voxel Literature Notes about what kind of writing they do, or even actual stories they may tell.
Voxel art Notes about their art, including performance, music, and more traditional art forms.
Voxel disability Discussions about how disability is handled in this world, and what conditions are even disabling to a voxel, and to what degree.
Voxel biology Talk about their biological functions and anatomy
Voxel Religion Talks about their religious structure and beliefs.
Voxel sociology Social rules, customs, even some culture tidbits.
Voxel language Discussions about their language, Voxeltok. You can scroll through to see me work out the rules i put into the doc.
Voxel animals The fauna of Vox
1 note
·
View note
Text
Voxels within the games industry
I'm researching voxels in the games industry as I used voxels to model my gas station asset in this project.
Games:
Minecraft Is the first game that comes to most peoples minds when you think of the cube modelling software. Voxels are used in every aspect in this game with the surrounding environment, mobs, player model, tools etc.
Minecraft is a key example of how games can be uniquely modelled. I've always thought modelling with voxels looks unprofessional but then think of how Minecraft has utilised voxels.
youtube
Teardown:
Teardown is another fairly popular voxel game where the multiple levels it offers are entirely built out of voxels, just like Minecraft, however every bit can be destroyed/interacted with.
Yet again every model in the game is modelled using voxels. I have not yet tried level designing with voxels but due to me having used the modelling engine so it's definitely a possibility in the future.
youtube
Bonfire peaks:
Bonfire peaks is a voxel puzzle game that is also completely modelled using voxels. Your aim is to navigate puzzles to let go of your past and burn your belongings. I can't say that I have heard of this game before but after researching it, it has been recognised as another influential voxel-modelled game.
GIF by indiegamelover
After researching these three games I cannot wait until I decide to use voxels to model the entire game. This will of course need more research but hopefully I am able to achieve this.
Voxel artists:
Mari:
Mari is a voxel artist I found on the website ArtStation. She has made an overwhelming amount of fantastic landscape scenes and recreations of amazing architecture whilst combining the use of shaders and voxels. Whilst viewing these pieces of artwork you can see the amount of detail and effort put into each of these pieces. Voxels can be used in many instances with art being one of them.
John Kearney:
John Kearney is another artist I found on ArtStation who appears to be an Art Director. He has a mixture of both voxel and regular artwork with some being for a game called fire fu. He also has a few 3d model art. Focusing on the voxel side of his art, He mainly does voxel art set in a cyberpunk setting. Yet again his work is inspiring through the use of shaders and skillful modelling.
0 notes
Text
[Voxel Art] Tree house
0 notes