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Pushing the rendering limits - Rust Voxel Engine

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  • Опубликовано: 26 мар 2023
  • I implemented 6 new rendering related techniques in my voxel engine using the rust programming language and Bevy game engine.
    pbr integration, shadow rendering, fog, level of detail (LOD), far distance heightmap approximation, skybox.
    My discord group:
    / discord
    Want to support me?
    ⁍ Patreon: / tantandev
    ⁍ Monero: 43Ktj1Bd4Nkaj4fdx6nPvBZkJewcPjxPB9nafnepM7SdGtcU6rhpxyLiV9w3k92rE1UqHTr4BNqe2ScsK1eEENvZDC3W1ur
    Resources: (The tech I'm using for my larger voxel game project)
    bevy game engine: bevyengine.org/
    game_stat: github.com/Tan...
    physics (3D and 2D): github.com/dim...
    inspector ui (runtime tweaking): github.com/jak...
    hot reloading using dlls/so files: docs.rs/dlopen...
    benchmarking: github.com/bhe...
    world generation: my own custom implementation is not open source at the moment.
    other rust libraries, that I recommend:
    game engine: github.com/not...
    Graphics rendering api: wgpu.rs/
    multithreading: github.com/zes...
    profiling: crates.io/crat..., using Optick feature
    #gamedev #rustlang

Комментарии • 125

  • @fendoroid3788
    @fendoroid3788 Год назад +256

    This man is singlehandedly porting Veloren to Bevy.

    • @cocowwd
      @cocowwd Год назад +21

      Wait veloren doesnt use bevy ??

    • @onelikeandidie
      @onelikeandidie Год назад +3

      ​@@cocowwd i was about to type the same, I'm pretty sure it uses bevy-ecs

    • @Tantandev
      @Tantandev  Год назад +31

      @@onelikeandidie I believe veloren uses their own ECS

    • @onelikeandidie
      @onelikeandidie Год назад +6

      I went to fact check myself at this point. It uses the specs crate for ECS, I was pretty sure it used bevy oh well

    • @tsalVlog
      @tsalVlog Год назад +5

      @@onelikeandidie At one point, I think Bevy used specs, switched to hecs, and now has its own ECS implementation.

  • @eboatwright_
    @eboatwright_ Год назад +33

    Genuinely my favorite programming channel. I love coding in Rust, and watching these videos is super interesting to see how you structure all of this

  • @TonsOfHunStudios
    @TonsOfHunStudios Год назад +6

    PBR, Shadows, and LODS oh my! Really interesting to hear the different problems you encountered with each steps and the solutions. Great work!

  • @Danidev
    @Danidev Год назад +8

    very nice pasta Tantan yumyum

  • @giacomo.delazzari
    @giacomo.delazzari Год назад +27

    The progress is very cool! I see that the mesh generation is a bit slow, I noticed that you're using hash map structures, and I was wondering if it would be possible to avoid those, since they cause a lot of memory cache misses (especially if you have very large ones). Or maybe having a lot of smaller ones so they fit inside the L2/L1 caches would be enough!

  • @thexadgaming
    @thexadgaming Год назад +2

    Nice Video, I've never done anything with Graphics Programming. So this is really impressive!

  • @trentbillington1093
    @trentbillington1093 Год назад +2

    Without this video I wouldn't have discovered you could import shader code! It's helped my project, thank you :)

    • @Tantandev
      @Tantandev  Год назад +2

      glad that could help, luckily the bevy/shader examples are pretty good if you need to figure out some shader stuff.

  • @senkwich
    @senkwich Год назад +1

    Got that sweet, sweet Patreon support locked in! Been loving your content and energy, and it's both educating me and motivating me to revisit a game I didn't finish for ludum dare earlier this year!

  • @oglothenerd
    @oglothenerd Год назад +1

    I am making a voxel game in Bevy too, what I do is I have a .draw() method on my Chunk struct, that returns a Bevy Mesh, and then I draw it with PbrBundle.

  • @Staninna
    @Staninna Год назад +2

    BABE wake up Tantan uploaded a video!!!!!!

  • @ETBCOR
    @ETBCOR Год назад +1

    Nice video! Might I suggest making your voiceover track mono in future uploads? Something about the phase of your mic makes it really hard (personally) to listen to with headphones. Cheers!

  • @Neph0
    @Neph0 Год назад +1

    Love a Tantan video. Thanks for uploading!

  • @shehackedyou
    @shehackedyou 7 месяцев назад

    Your style choices make me feel a lil' old but I really like the algorithm you came up with for first reducing the overall quality of distant voxels into larger chunks. The method you used is very clever, reducing the count to an evenly distributed sampling is a great concept. Then filling in the rest with guesses based on the limited sample.
    What I really liked was the detail around the player algorithm, where as you move, you are using math from the previous position to make modifications up and down instead of rebuilding. I really like this concept; and I don't even do game dev, but Id watch another video of that in more detail. Its a fascinating subject.

  • @Pixels4Games
    @Pixels4Games Год назад

    This stuff looks advanced. Great work. At the moment I make only simple games, so I can only try to imagine how hard this Voxel thing is. Congrats on making it work. Keep up the good work ;)
    - Dan

  • @Skeffles
    @Skeffles Год назад

    Fascinating to see what problems you've been running into! Great video Tantan.

  • @zactron1997
    @zactron1997 Год назад +1

    Bevy has been so interesting to work in. I've been working on a multiplayer FPS similar to Quake Arena using GGRS for networking. When Bevy works, oh boy it's so nice. Writing a system that just does what it needs to is so awesome. When things don't work tho...it's... interesting

  • @btarg1
    @btarg1 Год назад +14

    Ray Tracing looks great in voxel games, I would love to see you implement ray traced (software-based of course because of your GPU) lighting/shadows/GI etc as an option!

    • @patrykszewczuk8741
      @patrykszewczuk8741 Год назад +7

      wouldn't that be too much for a cpu? I don't know much about ray tracing but I think there is a reason it runs on a gpu

    • @thefurry7165
      @thefurry7165 Год назад +1

      @@patrykszewczuk8741 software rendering in general is a very bad idea even if you have a decent CPU

    • @softwarelivre2389
      @softwarelivre2389 Год назад

      @@thefurry7165 all rendering is software-based because you need to write software to run on the GPU. I think this term is not good to be used, unfortunately. GPU rendering is a better term overall.

    • @Terandium
      @Terandium Год назад

      ​@@patrykszewczuk8741 since its a voxel game, some simple raytracing can be done on the cpu, however if you want it super realistic a gpu is needed yes.
      Also don't quote me on this I'm not 100% certain

    • @CaelVK
      @CaelVK Год назад +1

      @@patrykszewczuk8741 op probably meant implementing ray tracing without relying on hardware ray tracing cores that are exclusive to modern NVIDIA and AMD gpus, like how Teardown and Minecraft shaders do it

  • @redinator2k
    @redinator2k Год назад +1

    For LOD you could arrange the chunk data like a .png, where the spaced out blocks come first and the next data fills in the gaps

  • @shiva_prasad.m.g
    @shiva_prasad.m.g Год назад +1

    0:43 I can feel you 🥲😐

  • @RoamingAdhocrat
    @RoamingAdhocrat Год назад +3

    Do you need some kind of hysteresis, so if you step back and forward over the edge of one area you're not constantly loading and unloading the same boundary tiles?

    • @RoamingAdhocrat
      @RoamingAdhocrat Год назад +1

      like, you are in area B, next to areas A and C, so you have ABC loaded. you move from B to C, so it unloads A and loads D so you have BCD loaded. then you step back from C to B and it unloads D and loads A to give you ABC again. then you make one step forward again - back to BCD... so you need to have a sensibly wide boundary where it doesn't change anything so you don't get this thrash

  • @on-hv9co
    @on-hv9co Год назад +1

    If you're still looking for something to do with the LOD misalignment you can look into adapting the surface shifting technique described in the Transvoxel paper in ch 4

    • @Tantandev
      @Tantandev  Год назад +1

      ah thanks for the article, interesting stuff!

  • @RSchenal
    @RSchenal Год назад +2

    6:00 Damn I feel your pain! I spent couple weeks to do it right in my game and it still have some issues.

  • @DouglasDwyer
    @DouglasDwyer Год назад +3

    Like some other commenters, I notice that you're using hashmaps to keep track of things. I don't know if they are a performance bottleneck for you, but did you know that the default hashing algorithm used by Rust hashmaps is slow? You can replace the hashing function with a crate like FxHasher, and net performance gains from a simple find/replace :)
    (The default hashing algorithm is slow because it was chosen to be DDOS-resistant, but for graphics code that doesn't matter.)

  • @gaupestudio
    @gaupestudio Год назад +1

    Nice continue the nice work!

  • @pharaohpanda
    @pharaohpanda Год назад +1

    Hello really liked your video! Could you share what you use to make your drawings like @6:29 :)

  • @Thomas_Lo
    @Thomas_Lo Год назад

    Vad roligt!
    I actually have one of those scary books. If only I got the time to reading any of it :D

  • @mabomba.catlati
    @mabomba.catlati Год назад

    Nice work. And theres a also a cool game that is written in rust its called veloren its very amazing

  • @slavatar1337
    @slavatar1337 Год назад +1

    -> touch some_grass
    `touch`: cannot touch ‘some_grass’: Permission denied

  • @coppertones7093
    @coppertones7093 Год назад

    you can probably force your world preview to be behind your voxel mesh in shader code by adding some offset before writing to the depth buffer, but i know neither bevy or rust, so that could be hard to do

  • @flory_gamedev
    @flory_gamedev Год назад

    Если ты завершишь разработку игры, и будешь ее развивать - это будет невероятно круто

  • @null_ham
    @null_ham Год назад

    new tantan video, the world is saved

  • @jupitersky
    @jupitersky Год назад

    Very cool work! You are an inspiration to us all. :D

  • @shadamethyst1258
    @shadamethyst1258 Год назад +1

    Your VisitStatus type looks oddly similar to what you return in a Future, I wonder if async can be used with a helper crate to simplify the loading and rendering pipeline for chunks

  • @jonathanadamsson6201
    @jonathanadamsson6201 Год назад

    If the terrain is far enough away you could try rendering it just as points instead of cubes, like a point cloud they can look pretty good

  • @ZooHair
    @ZooHair Год назад

    So much beauty

  • @Atrejooo
    @Atrejooo Год назад

    Man you are amazing

  • @Originalimoc
    @Originalimoc Год назад

    OMG Why didn't I learn this earlier

  • @argil7192
    @argil7192 Год назад

    supporting tantan with seks
    checks out

  • @TheGeorey
    @TheGeorey Год назад

    Do you livestream in twitch? Or anywhere

  • @slpwrm
    @slpwrm Год назад

    It's very humbling to see you work with such an old GPU

  • @vitulus_
    @vitulus_ Год назад +2

    Level of detail is ideally done with octrees, that way you can have massive render distances. In your current setup, it seems you still keep the same sized chunks?

    • @Tantandev
      @Tantandev  Год назад

      Do you think octrees could be applicable in a voxel engine that does not use ray tracing? I've been reading online in many places saying that it isn't necessary, but in those cases, level of detail is not implemented I believe...

    • @jsbarretto
      @jsbarretto Год назад

      Octrees are not often a good solution for visual LoD because you can only scale detail by a factor of 2. They're mostly useful only as an implementation detail for large volumes with low entropy. For LoD, a good approach (and one that we use in Veloren) is to artifically stretch the LoD mesh in the vertex shader such that more detail naturally appears close to the camera and this detail reduces gradually with distance from the camera.

    • @vitulus_
      @vitulus_ Год назад

      @@Tantandev Yep. I've written voxel engines with rasterisation and octrees to store the data. That way you can have exponentially larger chunks as the chunks aren't all the same size in the world. It's a lot of work however to get it all working, so it isn't something one should take lightly.

    • @vitulus_
      @vitulus_ Год назад

      @@jsbarretto I'm not sure I understand your approach. How do you start with the LoD mesh in the first place that you are to stretch? and what does stretching even entail to add more detail? Is there an article that I could read?

  • @slimjimfatbrat
    @slimjimfatbrat Год назад

    This project speaks to me! Do you know if criterion take data allocation into consideration for its benchmarks? I think you could save some cycles by considering the data allocations at 1:00 (its seems to me that the positions could be placed on the heap, (*edited*) thus accessed linearly by the computer). Do you have any profiling exempels uploaded?
    Note: Im a bevy rockie, have never used a game engine and do not condone premature optimization ;)

  • @larsmaas07
    @larsmaas07 Год назад

    i love bevy

  • @JoseCarlosVM
    @JoseCarlosVM Год назад +1

    It's insane to me that you first thought of implementing the thing yourself instead of immediately scavenging around for an existing implementation of anything close enough to your needs

  • @YourMom-rg5jk
    @YourMom-rg5jk Год назад

    what theme are you using for your editor i kinda dig it

    • @Tantandev
      @Tantandev  Год назад +1

      with Helix I use: OneDark
      with VSCode I use: OneMonokai

    • @YourMom-rg5jk
      @YourMom-rg5jk Год назад

      @@Tantandev

  • @Luftbubblan
    @Luftbubblan Год назад

    kul

  • @frittex
    @frittex Год назад

    nice one

  • @benrex777productions9
    @benrex777productions9 5 месяцев назад

    I think youtube is racist. It gave me an IKEA advertisement on your video.
    Greetings from the other Sweeden, also known as Switzerland by insiders.
    I agree that graphics are hard. At least that is my opinion after not having tried it. Voxel games sound cool to make and I'd rather watch other people do it for me.

  • @purplemosasaurus5987
    @purplemosasaurus5987 Год назад

    I watched this video just after taking a walk and now you tell me to touch grass 😤

  • @jboblk
    @jboblk Год назад +1

    It's stupid that Minecraft still doesn't have LOD

  • @abubow
    @abubow Год назад

    What are your thoughts on the rust foundation drama?

    • @Tantandev
      @Tantandev  Год назад +1

      The suggestions are absolutely crazy and if implemented would probably hurt the rust community in a very noticable way. So I'm not a big fan... Luckily ThePrimeagen, GamesFromScratch and Theo have all spoken up

  • @owdoogames
    @owdoogames Год назад

    I love me some CHUNKS

  • @user-dx4ql9re3y
    @user-dx4ql9re3y Год назад

    Implement nanite and lumen using rust!

  • @AndrewBrownK
    @AndrewBrownK Год назад

    wait a second since when did wgsl have import directives? Is this a feature bevy adds? I can't find it in the wgsl spec

    • @evnor
      @evnor Год назад

      Yes its a feature of the bevy preprocessor, not wgsl itself

  • @matidfk5171
    @matidfk5171 Год назад

    I'm trying to port my wip game to bevy, since i love rust but it seems there is no easy and nice way to do something like nested assets where you have a filepath to an asset inside another one.

    • @Terandium
      @Terandium Год назад

      Like a compressed file?
      Or more like a giant blob of data like a .pkg or .dat file? Unsure if thats supported out of the box, however you can certainly write your own handler for it. Shouldn't be that difficult even

  • @michaels851
    @michaels851 Год назад

    for LOD why not just use a Quadtree? Very simple logic, make 1 giant chunk, then if the player is inside that chunk, Subdivide that giant chunk into 4 smaller chunks.
    Then repeat until you are satisfied with the number of LOD.
    Also to generate the LOD you shouldn't do just the Mesh, you should also generate lower-resolution chunk data.
    Otherwise, you run out of memory at larger view distances, and giant LOD chunks will need Massive amounts of data.
    Instead, each chunk should always Generate a fixed resolution regardless of its size.
    This way you can easily have massive view distances, like 16km without memory or rendering issues.

  • @eineatombombe
    @eineatombombe Год назад

    awesome :)

  • @utc_3
    @utc_3 Год назад

    So real

  • @maxplayerone9565
    @maxplayerone9565 Год назад

    wow, after those rendering improvments the game looks soooo good. I have a few questions though. Based on the video I saw that you use bevy renderer but write shaders yourself. Is that true? What are the benefits of writing them. And second one, how long does your project compile? I'm getting pretty annoyed at how slow my projects compile but maybe it's normal...

    • @davawen9938
      @davawen9938 Год назад

      Have you tried enabling the dylib feature of bevy? I found it improved my compile times a lot

    • @maxplayerone9565
      @maxplayerone9565 Год назад

      @@davawen9938 I've been looking into it but I think I heard that it's not available on windows

    • @Terandium
      @Terandium Год назад

      ​@@maxplayerone9565 for that reason I recommend setting up wsl2, with pulseaudio and a windows x server.
      It can be quite a bit of work, but it works great ^^

    • @maxplayerone9565
      @maxplayerone9565 Год назад

      Hmm, gonna look into that. I've used wsl for a while but I didn't see how it would help me so I just stopped :P

    • @Terandium
      @Terandium Год назад

      @@maxplayerone9565 wsl supports windows out of the box now, since a few weeks i think. Idk hoe good it is doe

  • @liquidmetal718
    @liquidmetal718 Год назад

    Hey, hey !

  • @calebwhitehead1153
    @calebwhitehead1153 Год назад

    The lod where you double the size of the blocks (the one at the end of your vid and outlined in that one 0fps blog post) looks pretty bad IMO. Surely you've seen lots of screen shots of implementations at this point. While it makes sense from a technical perspective. I've never seen an implementation of it that doesnt fuck with your sense of scale and distance. I really wanted to see the height map lod explored further. Maybe that with billboarded trees or something.

  • @ismailteleph1971
    @ismailteleph1971 Год назад +1

    your videos are so inspiring
    I hope I muster the courage to start a channel too😢
    I wanna build a small community and share what I love

    • @Tantandev
      @Tantandev  Год назад +2

      The reality is that everyone's first videos will 99% chance be garbage, and that's fine because you won't get good until you have failed many times. We are all scared of judgment, looking like a fool etc... But everyone who has achieved success have all looked like fools at some point. 2 books that personally have helped me overcome fear/procrastination: 1. war of art 2. do the work. Both are written by steven pressfield. Actually check out some of his interviews on YT, pretty dope :)

  • @davidgrabnar
    @davidgrabnar Год назад

    How do you manage to develop Rust on 10 year old PC :O
    Mine is ~6 years old and when I compile Rust even the goddamn Spotify starts lagging.

  • @galihsurya5606
    @galihsurya5606 Год назад

    0:21 what's the title of the music?

    • @Tantandev
      @Tantandev  Год назад

      it's from opengameart! here is a link:
      opengameart.org/content/hyper-ultra-racing

    • @galihsurya5606
      @galihsurya5606 Год назад

      Thanks!

  • @rock4459
    @rock4459 Год назад

    So when are you going to make nanite 🙃

  • @du64
    @du64 Год назад

    have you seen Veloren?

  • @UberDragon
    @UberDragon Год назад

    I hope you're still ending up with a performance improvement, if your changes will also cause chunks to have to load in different detail levels more often!

  • @TheOpacue
    @TheOpacue 11 месяцев назад

    You're so Swedish !! (no?)

  • @AntonioNoack
    @AntonioNoack Год назад

    I'm very sorry, but I am not going to touch grass right now, as it snow-rains 😨 (yes, the mixture of them both)
    But nice progress on the engine 😊

  • @linovermac
    @linovermac 10 месяцев назад

    please source code github link

  • @Terandium
    @Terandium Год назад

    I've been watching you for quite some time now, I'm wondering, though, if you have a 10 year old computer. Why not get a new one? I'd say your channel is successful enough to buy it as a business expense? So you can get back taxes as well, it would help your dev work as well.
    So why not upgrade?

  • @JoseRomagueraM
    @JoseRomagueraM Год назад

    Cool video! I've implemented a voxel engine with 100km of render distance and have a video talking about it if you are interested :P

  • @Wh4I3
    @Wh4I3 Год назад +1

    :)

  • @shameemahmed6272
    @shameemahmed6272 Год назад

    me have gtx 630 no worry

  • @oamioxmocliox8082
    @oamioxmocliox8082 Год назад

    ;)

  • @MrTomyCJ
    @MrTomyCJ Год назад

    This was nice to watch, but what has been achieved here that is "pushing the rendering limits"? You mean *your* limits?

    • @ndykhng
      @ndykhng Год назад

      His engine rendering limits

  • @h4rl3h
    @h4rl3h Год назад

    Qzeq?

  • @Codeaholic1
    @Codeaholic1 Год назад

    Wtf did i just watch

  • @Prod-23
    @Prod-23 Год назад

    Shhhhhhhh, don't mention the R word ...

    • @Tantandev
      @Tantandev  Год назад +2

      I mean... CRAB LANGUAGE!!!

  • @quanghoangminh7626
    @quanghoangminh7626 Год назад

    Why don't you use Unreal Engine 5 for graphic design? Your game look trash compare to UR5 game tbh

    • @xynyde0
      @xynyde0 Год назад +1

      its not for production purposes, more like a learning experience.

  • @Jesus228FBI
    @Jesus228FBI Год назад

    Cliche editing, primitive problems, unimpressive results

    • @javierflores09
      @javierflores09 Год назад +3

      what's wrong with you bud

    • @mikastrae
      @mikastrae Год назад

      @@javierflores09 They didn't get enough love as a child, I guess