I won't pretend to know all the intricacies to openCL, I've just started using it. I can refer you to the wiki article: http://en.wikipedia.org/wiki/OpenCL, and I can say that openCL is a framework for writing code to be run cross platform on CPUs and GPUs and any other processors (anything that has drivers for openCL) and that openCL runs kernels (functions) that are written in a language that is based on C99. So I use openCL to run (essentially) C99 code on the GPU, and then retrieve it to interact with the Java code - this keeps the whole system platform unspecific (even though normally C code requires recompiling, the openCL kernels don't require any OS specific information on my end thanks to openCL) - which is the reason I am using java in the first place. The openCL library I use is already built into LWJGL, so it also doesn't require any extra libraries for distribution
Yep, that's essentially my plan, I just haven't gotten around to it yet Hopefully that won't be too difficult to implement! And it should increase the speed again by quite a lot. If I get all that going, I don't see why I wouldn't just handle physics on the GPU as well, thus reducing bus transfer to basically nothing.
I'm working on smoothing out the terrain features for generated terrain (so grass, dirt, rocks) so that they won't be so blocky - but I want to make sure it's perfected before I release pictures and video - rest assured it is coming
Also, tons more textures are underway, I'll be showing some of them off in an update tomorrow!
The kickstarter page has extra commentary at the end of the trailer if you are interested about more details and some more video of in-game footage, plus it talks a bit about the rewards!
Thanks for your time!
Real-time chunk generation via openCL!
I don't want to be an ass and advertise my own game, but I am trying to get the word out for a game that I am developing from the ground up! (and therefore I'm being a bit of an ass, my apologies!). Since my game is voxel based (ie: the terrain is all cubes), I feel like it will be targeted with many comments such as "that's just another minecraft clone", and while of course I have been inspired and love minecraft in many ways, I am definitely NOT trying to clone it - I just want to use ideas that it uses and ideas I got from playing minecraft to design a game that I would like to play (and hopefully others might enjoy too!). I have also been inspired by Terraria, Halo and an older game called Worms (2d, destructible environment - great fun!).
My game is called Dysis, and I've been developing it for nearly 6 months now - it is my first computer game, but I am a practiced programmer, so this isn't brand new to me. My plan is to release the game in alpha/beta (a la minecraft release model) in the next couple months, with multiplayer modes such as deathmatch, capture the flag, survival (co-op against AI), etc. And then develop a large scale adventure with my engine (the plot of the adventure is already in place, but I won't release that until I have it in the game) - a quick hint of that is on my website: Dysis.net
Minecraft really focuses on creative and adventure modes, and while I absolutely plan on having those modes in my game, I want to focus on a faster paced fps style play with a lot more multiplayer options. I've been building the game from the ground up to be multiplayer (so there is no difference between single player and multi - at least with a good connection ) - hopefully I can differentiate myself enough from minecraft and inform users that I am definitely not intending to steal any of Mojangs great work! (I have tons of respect for Notch).
Having said all that, here are some screenies and my most recent gameplay footage:
Hope you like it, and I would appreciate any comments/compliments/suggestions/what have you. Please be nice as I'm just trying to share a dream I've been working on. Thank you for your time!
This game reminds me of a old voxel game just like this, blokworld it was called, but the project died about a year ago
and it had the same concept, get attacked by aliens or whatever, but it had more of a concentration of a tower defense game though