[HN Gopher] SpriteStack Voxel Editor
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       SpriteStack Voxel Editor
        
       Author : myth_drannon
       Score  : 258 points
       Date   : 2021-07-09 13:33 UTC (9 hours ago)
        
 (HTM) web link (spritestack.io)
 (TXT) w3m dump (spritestack.io)
        
       | qq4 wrote:
       | This reminds me of Tiberium Sun units. I always enjoyed the voxel
       | models in that game and wondered why there weren't more tools
       | available for modelling similar things.
        
         | rezoner wrote:
         | These units were a huge inspiration for me - if you dig through
         | various modding forums you will notice that they use a lot of
         | unknown dedicated software and that there are tons of models
         | created outside of the gamedev bubble by extremely talented
         | people that have nothing to do with the industry on a daily
         | basis and because of that they remain pretty much anonymous.
        
       | ElHacker wrote:
       | This is great! I really like the retro look on the example models
       | and the video.
       | 
       | I've never edited voxel models with the spritestacking 2D
       | technique, I'll give it a try. Is it more efficient than placing
       | voxels in a 3D viewport?
       | 
       | On a side note I've been building my own very simple voxel editor
       | in VR you can take a look at it here:
       | https://www.youtube.com/watch?v=tiaGvePo6jo
        
       | CyberRabbi wrote:
       | In these examples, are the voxel models being isometrically
       | projected into a low res 2D space? Stylistically that seems kind
       | of strange. I would expect either projecting a voxel model into a
       | high res space, or projecting a high poly model into a low res
       | space.
       | 
       | Also there doesn't seem to be any anti-aliasing applied which
       | would be a bare minimum here. Anyone have a good idea why the
       | webmaster made these choices?
        
         | xsmasher wrote:
         | It looks like the examples are rendered very, very small and
         | enlarged for display. Here's the rabbit; it is only 25x23
         | pixels.
         | 
         | https://spritestack.io/apng/default/889?v=15698873450001
         | 
         | They would look much better if the same model was rendered at a
         | higher 2d resolution.
        
         | rezoner wrote:
         | I am not using spritestacking as a mean to render things since
         | a long time. It's intentionally sharp, low res and non
         | antialiased because that's the style I like in games.
         | 
         | Please check media on my twitter to get a notion of how it
         | really looks like right now https://twitter.com/rezoner/media
        
         | MattRix wrote:
         | The aesthetic is intentionally low-fi. They're rendered using a
         | retro technique called sprite stacking, where you take 2D image
         | slices and stack them vertically in pseudo-3D space. An
         | explanation is here: https://medium.com/@avsnoopy/beginners-
         | guide-to-sprite-stack...
        
           | xsmasher wrote:
           | The examples in your link look much better than anything on
           | the SpriteStack page; probably because they are rendered at a
           | higher resolution, as the parent poster suggested.
        
       | gorwell wrote:
       | This looks perfect for retro indie games. Anyone here have
       | experience with it? Are the results usually as expected or are
       | there often edge cases where you have to edit the exported model?
        
       | pjs_ wrote:
       | I saw something similar done in PICO8, pretty much an 8-bit
       | Blender, looks absolutely nuts:
       | https://twitter.com/johanpeitz/status/1365356945708896265?la...
        
         | Impossible wrote:
         | Pico CAD is a full low poly modeling tool in Pico 8. It's very
         | different from an implementation standpoint than SpriteStack,
         | which is voxel editor, rather than a polygon modeler. They are
         | only similar in both being low resolution, resulting in a
         | similar aesthetic.
        
         | spicybright wrote:
         | I have so many questions. The only thing I know about pico8 is
         | it's a VM for very low end hardware, it used a hexidecimal
         | numpad as it's interface, and black and white.
         | 
         | I just ran the download from the website and it's so much more
         | than that. Are there any other resources to learn more about
         | this?
        
       | tomc1985 wrote:
       | A lot of the example sprites look pretty bad, you can barely tell
       | what they are
        
         | dexwiz wrote:
         | I would be interested to see them with a better shader.
        
           | rezoner wrote:
           | Please check out my twitter for current examples - I have
           | been polishing this renderer for 2 years now and it has
           | improved a lot https://twitter.com/rezoner/media
        
       | thebeardisred wrote:
       | Happy to see this exists. I had a freaky dream about software
       | like this a few weeks ago. I'm glad it was just passively
       | synthesizing background noise. :D
        
       | rezoner wrote:
       | Ahoy. I am the author of SpriteStack. I am really honored to be
       | on HN front page and I would like to straighten some
       | misconceptions about this app.
       | 
       | The version that is available and its trailer has little to do
       | with the current state of the application.
       | 
       | New release brings voxels, lowpoly and sprites together to create
       | 3D animated game objects and export them as 2D spritesheets. It's
       | purpose is not to replace your favorite software (Aseprite,
       | MagicaVoxel, PicoCAD...) but to bind them all together into
       | something even more useful from a 2D gamedeveloper point of view.
       | So it can import - a lot of things.
       | 
       | Please check this post/video that is more accurate about what
       | SpriteStack is than the 2019 trailer
       | https://www.patreon.com/posts/spritestack-2021-53317888
        
       | yorak wrote:
       | Nice. The resulting graphics style reminds me of a Short Hike,
       | which is a family friendly bite sized 3D adventure and
       | exploration game. I'm not affiliated in any way, just enjoyed the
       | game with my kid. It has a nice balance of story, challenges, and
       | some platformer action. https://ashorthike.com/
       | 
       | Edit: IIRC the shader a Short Hike used was discussed in the GDC
       | talk by the game's author:
       | https://www.youtube.com/watch?v=ZW8gWgpptI8
        
       | ionwake wrote:
       | This is awesome all my respects to the creators I hope it can be
       | easily used to port models across to games will be following
        
       | ujuj wrote:
       | Steam reviews seem to highlight documentation and development
       | issues! It is sad, the tool seems to be fine. Reminds me of
       | aseprite (which is more 2d): https://www.aseprite.org/
        
         | myth_drannon wrote:
         | The developer responded on the forum:
         | 
         | Q: "Has SpriteStack been abandoned?"
         | 
         | A: "Nope. 2020 was terrible for me in terms of ability to work.
         | SpriteStack has been rewriten from the ground - it's just
         | terribly delayed because I did not expected things to go that
         | way."
         | 
         | You can check his Patreon account for updates on the rewrite
        
           | swiley wrote:
           | Personally I got absolutely nothing done on my side projects
           | in 2020 between Covid, moving, and a new job. 2021 has been
           | far more productive.
        
             | bee_rider wrote:
             | It was a weird year, I'm a work from home guy, I love work
             | from home, but work from home is not as nice without the
             | option to break it up by working from other locations
             | occasionally. I need an occasional refresh I think.
        
       | hartator wrote:
       | In the featured art, I don't see the why of the voxel sprites
       | compared to the beautiful 3D rendering.
       | 
       | I probably love my old classic games more than average. (Still
       | have Prince of Persia 1989 installed.) And love some new indie
       | game with old graphics. (FTL is awesome if you haven't tried it
       | yet.) But 3D and proper physics enable so much more. It feels odd
       | that so much time is spend on recreating old game feeling for
       | some nostalgia sake compared to let's say exploring new 3D
       | physics engine. (Teardown is an indie awesome game if you want to
       | play with an adventurous physics engine in 3D.)
        
         | jkochis wrote:
         | With a sprite sheet export you could simulate the 3D rendering
         | using CSS animation and background image position [1]. Some
         | front end developers enjoy challenging themselves by using just
         | HTML and CSS (no JS) to create complex interactive experiences.
         | 
         | [1] https://blog.logrocket.com/making-css-animations-using-a-
         | spr...
        
           | spicybright wrote:
           | Very few game designers target the web, though.
        
             | jkochis wrote:
             | I was responding to:
             | 
             | > I don't see the why of the voxel sprites compared to the
             | beautiful 3D rendering.
             | 
             | Also, the project homepage says, "SpriteStack is a voxel
             | editor suited for 2D artists"
        
         | javajosh wrote:
         | On possible reason is that, at least in theory, it's far less
         | computationally intensive to render voxels because the polygon
         | count is very, very low. So the style not only has intrinsic
         | aesthetic value, but will be less demanding on constrained
         | devices like phones and portable game systems like the DS.
        
         | rpastuszak wrote:
         | I think you might like Death Trash, I'm running to catch a
         | plane so you'll have to google it!
        
         | armchairhacker wrote:
         | For action, adventure, racing games, I agree that 3D is almost
         | always better than 2D. Running around in first-person or third-
         | person is way more immersive and gives much more freedom and
         | depth than anything else.
         | 
         | But for strategy games, 2D can still be good. e.g. for card and
         | board games games, even a "3D" game is just 3D graphics over a
         | 2D playing field. Tower defense, factory-building (Factorio).
         | These games have 3D versions but they aren't particularly
         | better than the 2D ones.
        
         | dantondwa wrote:
         | Every art has its why. Check out the wonderful work by
         | @MadMaraca [1] as an example of what one can do with voxels.
         | They're truly stunning. I think that the limitations of voxel
         | art are also its expressive power.
         | 
         | Pixel art didn't replace at all painting, nor did it aspire to
         | do that. But it founds its beautiful niche, and there's beauty
         | in that.
         | 
         | [1] https://twitter.com/MadMaraca
        
       | dang wrote:
       | Past related posts:
       | 
       |  _Spritestack - 3D pixelart editor based on sprite stacking
       | technique_ - https://news.ycombinator.com/item?id=19325331 -
       | March 2019 (36 comments)
       | 
       |  _SpriteStack: A Sprite Stacking 3D Pixel Art Editor_ -
       | https://news.ycombinator.com/item?id=19283781 - March 2019 (1
       | comment)
        
       | qwertox wrote:
       | That trailer is a piece of art. Well done.
        
         | rezoner wrote:
         | Thank you. It's coded from start to end because I am not
         | familiar with any software that do trailers. I first coded it
         | then wrote music (in FLStudio) that is aligned with events in a
         | demo.
        
       | mdtrooper wrote:
       | There is a awesome Voxel Editor https://goxel.xyz/ because it is
       | free software and it is coded in C++.
       | 
       | It is close near mature state (or I think it with love).
        
       | atum47 wrote:
       | When I was studying 3D on the web, I saw an example by Mr. Doob
       | (three.js) and I tried to do something similar.
       | 
       | https://victorribeiro.com/voxel/
       | 
       | Very rustic, don't work 100% on mobile but an attempt was made.
       | 
       | I think keys 0-9 selects tile. Shift click deletes and clicking
       | and dragging on the sides of the screen rotates the camera
        
       | strogonoff wrote:
       | In latest Safari, none of the videos on the landing page or in
       | the docs work. The only way is to right-click each, choose
       | "Download video" and view locally.
        
         | Kuinox wrote:
         | Safari is the new IE.
        
           | strogonoff wrote:
           | They don't work in Chromium 90.0.4425.0 either on the same
           | machine. My bet is that the server that hosts videos on their
           | landing site might be misconfigured in some way.
        
             | Kuinox wrote:
             | It work on both my firefox and my chrome. The server that
             | host the video is cloudflare. I will bet that you run a mac
             | that doesn't support the encoding used. What I see is that
             | the video is not served in multiples parts but in a single
             | HTTP request.
        
         | lbotos wrote:
         | In Firefox, they play, but show "aborted due to network error"
         | but keep playing. (which was interesting)
        
           | spicybright wrote:
           | Second this. Never seen that before either lol
        
         | gaetgu wrote:
         | works on safari 15.0. Might be an issue with the sight being
         | overvisited so the server was being overloaded
        
       | Exuma wrote:
       | This looks super awesome
        
       | toxik wrote:
       | Maybe something on my end but the video didn't work. Wrong
       | encoding for iPhones?
        
         | can16358p wrote:
         | Not working on my iPhone too. Not your end. Video is broken.
        
       | gnarbarian wrote:
       | I love the retro jagged raster art style.
        
       | gfodor wrote:
       | If you want to import VOX from apps like this and work on them
       | together, my collaboration app Jel (jel.app) might be worth
       | checking out.
       | 
       | https://m.youtube.com/watch?v=ajTePjJNjoY
        
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       (page generated 2021-07-09 23:00 UTC)