Talk:Voxel

message: Someone really needs to add 3d Dot Game Heroes or at least mention of it.  —Preceding unsigned comment added by 96.51.81.181 (talk) 22:03, 25 April 2011 (UTC)
replies: text: Minecraft does, in fact, not use a voxel-based engine and exists solely out of polygons. While I personally think it should at least be mentioned (they're not "real" voxels, but they look like them?) I don't think they should be in the list of uses in computer gaming.--Quatroking (talk) 21:09, 4 February 2011 (UTC)
replies: text: I think it is fair to say Minecraft uses voxel elements for most of the game world. A person might be able to make an argument that minecraft doesn't really use volume rendering as many blocks or elements are displayed as a blockly model though. 70.140.26.124 (talk) 17:41, 17 February 2011 (UTC)
replies: text: Minecraft may not render them as such, but they are certainly saved(and processed) as voxels. 94.22.89.14 (talk) 22:30, 26 December 2011 (UTC)
replies: text:  No, no they're not. 173.29.74.216 (talk) 13:21, 11 April 2012 (UTC)
replies: text:  Blocks in Minecraft are represented using an array of bytes, where each byte defines the block id (type) of a single block, but does not encode any position information. The position information can be inferred by the relative position of each byte in the array. This matches the description of voxel data provided in the first paragraph of the article. I think it's safe to say that Minecraft stores block information using a voxel data set. It just doesn't use voxel rendering, which is a separate thing entirely.129.2.167.194 (talk) 01:13, 20 January 2014 (UTC)
replies: text:  That's just a method of storage though. Bikes and cars both use roads, but bikes=\= cars. 71.17.165.128 (talk) 19:53, 16 May 2014 (UTC)
replies: text: Regardless of how they rendered Minecraft blocks are voxels. It doesn't matter if they are implemented weird. A quick check of the title this article is about the voxel not about rendering methods that use voxels. I am adding Minecraft to the list.Circuitboardsushi (talk) 22:26, 27 June 2014 (UTC)
replies: text: The Minecraft entry has been added and deleted repeatedly since around 2011. I was hoping to help clear this up with my recent edits. I do realize that my entry does contain synthesis of published material, reaching the same conclusions as 129.2.167.194. I hope that this can be clarified further. 24.49.138.153 (talk) 13:44, 7 February 2016 (UTC)
replies: text: Sure an MDA is pixel based as it renders pixels as block of pixels. Oh well we can remove the can on display from description of most early computers--MasterLee (talk) 13:28, 11 March 2020 (UTC)
thread_title:  Game References 

message: ::This article should explain how Novalogic's misuse of the word voxel created confusion for years among the gaming community. What Novalogic calls "VoxelSpace" is at best a very distorted and limited interpretation of the word voxel. Many gamers still think voxels are vertical lines used to draw terrains based on some height-map.
Don't you think that there are some images missing ? It is an article about computer graphics after all.
I'll find some images from Shadow Warrior when I get the chance ataricom 18:32, 3 March 2007 (UTC)
thread_title:  Novalogic VoxelSpace Confusion 

message: It seems the article needs a pass to add and correct the definite and indefinite articles and the use of 'voxel' vs. 'voxels'. Example: In the first paragraph we have this: " rendering systems infer the position of a voxel based upon its position relative to other voxels ", and then later we see this: " Model set elements in this case are state parameters, indicating voxel belonging to the modeled object or its separate parts ". I would do it myself, but I am afraid I might misunderstand a few of them and get it wrong...   — Preceding unsigned comment added by KurtHLarson (talk • contribs) 22:00, 18 July 2023 (UTC)
thread_title:  Articles 

message: Imagine a 2D game that uses tiles, that does not allow individual pixels to be changed (e.g. Factorio) - it would be a tile based game and not a pixel based game. Now imagine a game that allows pixels to be changed (e.g. Worms) - it would be a pixel based game and not a tile based game.
Next imagine a 3D game that uses textured blocks that does not allow individual voxels to be changed (e.g. Minecraft) - it would be a block based game and not a voxel based game. Finally, imagine a game that allows individual voxels to be changed (e.g. Ace of Spades) - it would be a voxel based game and not a block based game.
A block is not a voxel in the same way that a tile is not a pixel.
About half of the games listed on this page are not voxel based games, they're block based games.
BrendanTrotter (talk) 09:27, 7 June 2018 (UTC)
thread_title:  Blocks vs. Voxels 

message: We store 2D images in JPEG. We too store movies (2D+time) in MPEG. But with software displaying time as third spatial dimension, we can store 3D voxel images in MPEG. And MPEG has good compression. Imagine 1024x1024x1024 static 3D voxel image in MPEG. It equals 1024x1024 dynamic 2D movie with 1024 frames. And this is short movie.82.192.79.139 (talk) 16:29, 4 March 2012 (UTC)
replies: text: Maybe your are a genius because nobody has ever had the same idea, but I think it is just a sign of your incomprehension. :) --217.231.55.241 (talk) 14:07, 3 July 2013 (UTC)

text: A couple issues with that. Biggest issue is that MPEG uses lossy compression. In a voxel sense, what was stone might be turned into dirt. Second issue is that MPEG uses information in one frame, and takes it forward to another. In a voxel sense, every change would have to recompress the entire area. Lordcheeto (talk) 20:09, 23 June 2015 (UTC)
thread_title: MPEG like JPEG

message: http://en.wikipedia.org/wiki/Outcast_%28video_game%29
says:
"The game does not actually model three-dimensional volumes of voxels. Instead, it models the ground as a surface, which may be seen as being made up of voxels. The ground is decorated with objects that are modeled using texturemapped polygons."
Novalogic's games neither don't use real voxel graphics, if I really understand it. --217.231.55.241 (talk) 13:55, 3 July 2013 (UTC)
thread_title:  "Outcast, a game made by Belgian developer Appeal, sports outdoor landscapes that are rendered by a voxel engine" 

message: There is another game using voxels it's called Z.A.R. ("Zone of Artificial Resources") it's russian (or ukrainian?) made. It was pretty advanced for it's time and it didn't use any polygons at all - instead sprites were used to render enemies & objects, only terrain was voxel.
MobyGames link:
http://www.mobygames.com/game/windows/zar
46.109.106.63 (talk)  —Preceding undated comment added 20:14, 16 July 2013 (UTC)
thread_title:  Z.A.R. voxel game 

message: Please do what you can to distinguish the difference between voxel Raster graphics and vector graphics. It is very important to do so because not all voxel implementations are the same and the techniques are very different where the former is usually software side and the latter being hardware accelerated. 72.72.229.110 (talk) 17:42, 18 December 2013 (UTC)
thread_title:  Vector Graphics vs Raster Graphics 

message: * This video is indeed about analog-to-digital conversion, but it contains a nice description regarding "samples" (as in Sampling (signal processing)): http://www.xiph.org/video/vid2.shtml User:ScotXWt@lk 09:34, 17 March 2014 (UTC)
thread_title:  Sample 

message: There are pixels which are two-dimensional and voxels which are three-dimensional pixels. But what is a one-dimensional pixel called? Or a four-dimensional pixel? Sure, it might be a line segment or a tesseract, but we don't call pixels or voxels squares and cubes.
STREEPJE (talk) 13:06, 26 February 2015 (UTC)
thread_title:  Multidimensional voxels 

message: The term is also used to refer to the highlighted segments identified in 3D scanning techniques like Positron emission tomography. Reference to the same can be found in the following academic journal publication:    Diptanshu 💬 01:56, 31 August 2017 (UTC)
thread_title:  PET Scan 

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thread_title:  External links modified 

message: I have just published a Voxel software list, I propose that this list is somehow integrated into, or linked to by this wikipedia page or a new Wikipedia page called "Voxel-Editors" and then Voxel-Editors mentioned in this Wikipedia page in the Categories.
https://james-william-fletcher.medium.com/the-ultimate-guide-to-voxel-editors-990214eefa9a  — Preceding unsigned comment added by JamesWilliamFletcher (talk • contribs) 22:39, 29 September 2023 (UTC)
replies: text: Wikipedia is not meant to be a link directory or a software catalog, an indiscriminate list like that is off topic for an encyclopedia project. - MrOllie (talk) 22:57, 29 September 2023 (UTC)
replies: text: this is true and I am aware the links themselves are problematic but maybe there is a way we can include some portion of this list in some manner, for example some of the software is certainly notable such as MagicaVoxel, Avoyd, Goxel, Voxelator, etc, maybe we can distil the notable software and potentially list it without the links depending on how the whitelisting goes? It would go just above the games list where the old software list was, only the old software list was incredibly bias and listed software that was not really Voxel software but polygon CAD software bootstrapped with some Voxel functionality. - JamesWilliamFletcher (talk) 00:29, 30 September 2023 (UTC)
replies: text: On Wikipedia we typically limit such lists to software that has a standalone Wikipedia article of its own - indeed, this article had such a list until you removed it. If you think we should write about MagicaVoxel or any of the others and there are sufficient sources available to meet WP:N, you should write the Wikipedia article first. See Help:Your first article for information on how to go about doing that. MrOllie (talk) 00:28, 30 September 2023 (UTC)
replies: text: affirmative, thank you I will investigate this route. - JamesWilliamFletcher (talk) 00:34, 30 September 2023 (UTC)
thread_title:  Voxel Design & Editing Software