New Voxel Engine for FCEUX

Discuss emulation of the Nintendo Entertainment System and Famicom.

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koitsu
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New Voxel Engine for FCEUX

Post by koitsu »

WedNESday
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Re: New Voxel Engine for FCEUX

Post by WedNESday »

Cool!

What happens if you use a 3D 'style' NES game will it look 2D?

Is that you talking?
tepples
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Re: New Voxel Engine for FCEUX

Post by tepples »

WedNESday wrote:What happens if you use a 3D 'style' NES game will it look 2D?
Given the Mega Man example, I'd assume so.
beannaich
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Re: New Voxel Engine for FCEUX

Post by beannaich »

I vote for having 3 layers, one for sprites with no priority over the background, the background, and sprites with priority over the background.

Then when you swivel the camera you can see all the layers better, this will provide some "depth information" of sorts that the video noted was lacking.
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Zepper
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Re: New Voxel Engine for FCEUX

Post by Zepper »

It may be not that easy. Just take SMB3 as example of sprite priorities.
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tokumaru
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Re: New Voxel Engine for FCEUX

Post by tokumaru »

beannaich wrote:I vote for having 3 layers, one for sprites with no priority over the background, the background, and sprites with priority over the background.
If sprites are completely in front of the background, they'll appear to be walking on air. But it might just work if they are displaced outwards a little (less than half their depth, I guess), so that they can still stand on background tiles. What might still look weird is when background sprites are used for masking foreground sprites (i.e. the "?" blocks in SMB3).
beannaich
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Re: New Voxel Engine for FCEUX

Post by beannaich »

tokumaru wrote:If sprites are completely in front of the background, they'll appear to be walking on air. But it might just work if they are displaced outwards a little (less than half their depth, I guess), so that they can still stand on background tiles. What might still look weird is when background sprites are used for masking foreground sprites (i.e. the "?" blocks in SMB3).
No solution will work for all games, clearly. But I think for games like Mega Man, etc it would help the effect. And I agree, you'd have to displace each layer by 1/2 or so, so everything still kinda overlaps. It would just add some depth where its needed.
Zelex
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Re: New Voxel Engine for FCEUX

Post by Zelex »

Cool :) I agree w/ the 3 layers idea. That should probably work out better (though of course not on all games)
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janzdott
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Re: New Voxel Engine for FCEUX

Post by janzdott »

This is awesome! I love voxels. I started a small Minecraft clone, and made a 3D sculptor using the marching cubes algorithm. I tried to think of other cool things to do with them, but failed to come up with any ideas. This is a great idea though. I really like it :D
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Punch
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Re: New Voxel Engine for FCEUX

Post by Punch »

It would be cool to have a mode like this for single screen games (Mario Bros., Donkey Kong, etc.).
voxel.png
voxel.png (7.67 KiB) Viewed 3732 times
The wireframe box is a sprite object. Make the background with thickness = 3 units, and the sprites with thickness = 1 unit, and place the sprites at the "middle" of the background's Z axis. Good for games where sprites don't overlap with BG
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beannaich
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Re: New Voxel Engine for FCEUX

Post by beannaich »

Punch wrote:It would be cool to have a mode like this for single screen games (Mario Bros., Donkey Kong, etc.).
voxel.png
The wireframe box is a sprite object. Make the background with thickness = 3 units, and the sprites with thickness = 1 unit, and place the sprites at the "middle" of the background's Z axis. Good for games where sprites don't overlap with BG
What about sprite->sprite overlap?
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