Its a personal challenge and a long time vice.
I've never liked C, but now its growing on me, and I think I understand it well enough to at least hack it.I have always liked the syntax, thanks mostly to GM.Although I do give VERGE credit too because it used a C syntax like scripting.So I'm going to attempt to work with Voxlap to bring the voxel dungeon to the next level.I'm hoping it won't be too hard since I will only be using a few commands from voxlap instead of the engine itself.Only current problem is getting it to compile. I posted on the forum in hopes of an answer…pending…Anyways, I will continue to work on the evaldraw prototype version, since should be somewhat simple to convert it over to C with voxlap's libraries and such.I'm made use of sculptris(awesome) to make a tree, boulder, tree, stalagmite, flower, and a stalactite ceiling.New additions to the bitmap created tiles are some log cabin walls and log plank floor/ceiling.And a temple wall which I'm not happy with.But I am happy with how the tree turned out.No shots today, been consumed by trying to get that voxlap to compile. And some cold like symptoms.
The models in sculptrix all looked very high-poly to me, I'm surprised if it works well for low-res graphics. Although indeed I know nothing about 3D.
Some things work better than others. Sculptrix exports objs which I believe you can use Blender to reduce the polygon count. Or just keep the detail low or nil.
With low detail, I focus more on the basic shape, then do some minor modding in Slab6 after converting it to a voxel.Scultris uses MASSIVE amounts of polys. Although I guess it makes up for the time needed to make a model as opposed to making it completely yourself and having a low poly count.
quote
No shots today, been consumed by trying to get that voxlap to compile. And some cold like symptoms.When i grow up i want to be a veterinarian too.