Voxel Streaming & Compression

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  • Опубликовано: 23 янв 2025

Комментарии • 22

  • @hex697
    @hex697 8 дней назад

    Hey Grant, this project has been a big inspiration to me for about a year now, thank you so much for sharing this online!

  • @Gwilo
    @Gwilo 2 месяца назад +5

    loving your devlogs Grant! excited to see this executed in a 3D world finally!

    • @GrantKot
      @GrantKot  2 месяца назад

      Thanks! Yeah, I've been a big fan of the 2D cloud game streaming (though always felt they should dig into co-op/multiplayer more with that). I was originally going to rely on things like Parsec Arcade but they shut it down. What's exciting is that with this, everyone can render their very own uncompressed high-res view, with raytracing.

  • @MidBoss
    @MidBoss 2 месяца назад +4

    Very impressive! Staying tuned :D

  • @jean-philippegrenier120
    @jean-philippegrenier120 Месяц назад

    Those dev updates are really interesting. Fascinating work

  • @RedFi6h
    @RedFi6h Месяц назад

    What you are doing is very cool, I hope dynamic water in games with larger worlds will become a reality someday.

  • @Muzzled
    @Muzzled 2 месяца назад

    You're doing great work, please continue with these updates.

  • @MadSeanZ
    @MadSeanZ 2 месяца назад

    that sounds fucking sick, looking forward!

  • @martin128
    @martin128 2 месяца назад

    Looks good!

  • @capslpop
    @capslpop 2 месяца назад

    Cool! I never would have thought that you can stream that much data over networking. This is amazing! Athough I do wonder if doing a level of detail simulation of the fluid would work for multiplayer since most of the actions of a player far away wont ever effect the close actions. This way you would only need to stream the player interaction with the fluid.

    • @GrantKot
      @GrantKot  2 месяца назад +2

      Thanks! Yeah, level of detail would make more sense. Would be great to have a shallow water equation sim.

  • @jsierra88
    @jsierra88 2 месяца назад

    Synchronizing tiles seems to stall the system from time to time but you'll figure it out. Keep it up!

    • @GrantKot
      @GrantKot  2 месяца назад +1

      Thanks! I hope to get that much smoother soon. Maybe limit the decompression work per frame and spread it out. Also, there's some duplicate voxel management happening in JS that needs to be ported over to C++/Wasm.

  • @MyEarsHurts
    @MyEarsHurts 2 месяца назад

    Please add controller support because in mobile the controlls are a bit of a headache

    • @GrantKot
      @GrantKot  2 месяца назад

      Thanks, I will try to get that in soon, will be a good combo once the streaming physics are working.

  • @trashtrash2169
    @trashtrash2169 2 месяца назад

    Cool idea for sure. My machine wouldn't contribute much, sorry. How would it all stay synced up, and how would the data get to people before it's outdated?

    • @GrantKot
      @GrantKot  2 месяца назад

      I will probably set up a dedicated server via Hetzner, surprisingly cheap these days. The latency shouldn't be too bad if on the same continent. It would be similar to my previous Parsec experiment: ruclips.net/video/4qtX2OkMN4Q/видео.html Except here I'm streaming voxel data instead of video data.

  • @clay2147
    @clay2147 2 месяца назад

    Wow! What's the performance like?

    • @GrantKot
      @GrantKot  2 месяца назад +2

      Thanks! This is the perf for 500k particles, simulation, compression and decompression once per frame. I don’t speed up my recordings and I am working to improve the performance even more

  • @takeraparterer
    @takeraparterer 2 месяца назад

    Great! but what if someone uses hacks, they could control the fluid

    • @GrantKot
      @GrantKot  2 месяца назад +1

      I could use accounts and auth to only allow logged in users to host physics sessions. And maybe some secret obfuscated in the client wasm. On the server side before broadcasting I’ll also check the data for irregularities. Or I might just set up my own cloud server.

    • @baebobb
      @baebobb 2 месяца назад

      @@GrantKot remember that client obsufaction never guarantees protection. If someone targets your project, they will still be able to hack the client anyway