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How I Created a Voxel Raycaster in Python...

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  • Опубликовано: 12 авг 2024
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    Voxel Space GitHub (by Sebastian Macke):
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Комментарии • 64

  • @dungeonrobot
    @dungeonrobot Месяц назад +84

    For performance you should rewrite it in Rust and then hand $5,000 in cash to me immediately. This will surely improve your FPS

    • @lukasjetu9776
      @lukasjetu9776 Месяц назад +2

      hey, i want some too

    • @dungeonrobot
      @dungeonrobot Месяц назад

      @@lukasjetu9776 Always happy to lend some performance. I’ll cut you a sweet deal too: $3,000

    • @JJoe1
      @JJoe1 18 дней назад

      after making it in rust do it again in C++ as it is just a bit better (le joke)

  • @ThankYouESM
    @ThankYouESM Месяц назад +12

    Cache Combine Distant Voxels: when more than one voxel looks like a single pixel.

  • @Lexxaro
    @Lexxaro 25 дней назад +2

    Some Ideas on optimizing:
    -Profile your code! If you don't know what's actually slowing down your program you'll probably spend huge amounts of time just optimizing small things that aren't actually the bottleneck of your program. And in the worst case you'll even slow down parts of your program.
    -Make sure your using library calls correctly. My personal experience with python graphics is very limited, but it could be that the calls to functions drawing your image and presenting it are taking much longer then expected. In graphics programming generally when rendering the image try to keep calculation of the image and presentation seperate. Hand the rendering API only the finished image as memory operations are much more expensive than math operations.
    -And lastly: If you're actually trying to get comparable speeds, you will need to use a faster language, like c/c++/rust. It may seem daunting at first, but in the end they are also just programming languages and thus more similar to python than not. Your rendering code for example could look nearly identical. And by using all the high level features provided by the standard libraries of these languages you don't have to be some kind of wizard to use them.
    Well I'm interested to see what you'll code in the future!

  • @The-python-guy
    @The-python-guy Месяц назад +6

    Dude I had a choice between 2 amazing youtubers and well looking I noticed you, ofc I have to click God bless your sorce code on a textured raycaster helped me so much. funny enough I've used that exact same voxel pixel renderer that your showing on the screen right now to make a doom clone deathmatch shooter that me and my bother love Amen man wish you well

  • @super3dcrafts
    @super3dcrafts 23 дня назад +2

    1000 subscribers! Gratz!

  • @FinFET
    @FinFET Месяц назад +3

    Pretty coool, I would suggest using numba to speed things up

  • @poptre67
    @poptre67 Месяц назад +20

    i think you could optimize it by using a different coding language and using parallel processing

  • @yovo7499
    @yovo7499 5 часов назад +1

    bro was like 'refrain from mentioning parallel processing' but since you can separate and calculate all the verical lines independently of each other you can just use numba in parallel for one of the loops. You have to reorder your z and x loops though, so that you go first through each vertical line and then for it you go through each z distance. For the same resolution that you set and with render distance of 2000 I got like 700-800fps...

    • @shifteleven
      @shifteleven 4 часа назад

      Is there source for this code he and you did?

  • @electrobean
    @electrobean 22 дня назад

    Also, this is coming from someone writing a Vulkan renderer for fun, so take this with a grain of salt, but OpenGL is not very hard to learn. Some of it doesn’t transfer great to Python, so if you really want it to go fast I’d honestly say moving to Kotlin (likely using LWJGL’s OpenGL bindings) would probably go reasonably well considering you know Python already.

  • @ginodianna-h1z
    @ginodianna-h1z Месяц назад

    you need to blow up i love your videos

  • @DavidRobichaud-c2j
    @DavidRobichaud-c2j Месяц назад

    Great work!

  • @coleslater1419
    @coleslater1419 Месяц назад +1

    this reminds me of a spoonkid video, this is wonderful

  • @_Zie_
    @_Zie_ Месяц назад +2

    I think you could try and divide the map into chunks and use parallel processing 👉👈
    Using chunks for render distance and LOD might be able to really cut down on the number of distance calculations you need.
    Or you could pre-process chunks in different LODs, using more memory space but cutting down on the number of calculations you have to do every frame?

  • @blaz2892
    @blaz2892 Месяц назад +2

    Now do it in C

  • @oneomany
    @oneomany Месяц назад +1

    why's young garfield teaching me python

  • @Gamedevanimatorbunny
    @Gamedevanimatorbunny Месяц назад +1

    Wow make this more popular get this guy to 1m subs

  • @SNOUTxTOUT
    @SNOUTxTOUT Месяц назад

    rendering with the experimental _sdl2 module in pygame-ce should speed things up a lot as it will draw using the GPU
    i've seen some performance increase using pypy with pygame too

  • @1ups_15
    @1ups_15 Месяц назад +1

    how much faster do you think this could get if you did all the calculations using numpy?

  • @user-zo1kn8ob7h
    @user-zo1kn8ob7h Месяц назад +1

    please try nonperpendicular processin

  • @moldybot9387
    @moldybot9387 Месяц назад

    Using a jit compiler should improve performance drastically

  • @axiomgd5416
    @axiomgd5416 29 дней назад

    you could try running it with pypy
    its an alternative python implementation thats quite fast and very compatible with cpython code

  • @ThankYouESM
    @ThankYouESM Месяц назад

    Binary Meshing (Cache): 0 = space. 1 = voxel... create a pre-calc rotation dict()

  • @jasm0_0
    @jasm0_0 Месяц назад

    one optimization technique is to use c++

  • @ThankYouESM
    @ThankYouESM Месяц назад

    Maybe use resize * 16 + PIL blur to create the height map

  • @ThankYouESM
    @ThankYouESM Месяц назад

    Avoid the use of floating point numbers altogether when rendering in gameplay by using dict() cache or memoization.

  • @ThankYouESM
    @ThankYouESM Месяц назад

    Just in case still too slow no matter what you do... have Javascript with JSON creating temp (buffer overwriting) PNG1 + PNG2 to do all the heavy lifting so it reads like MP4 streaming instead.

  • @ThankYouESM
    @ThankYouESM Месяц назад +1

    Speeding Up Python Code With Caching - ruclips.net/video/0_ievUF0L_E/видео.html

  • @BiuerBoris
    @BiuerBoris Месяц назад

    I bet Shoriminimoe has some great optimization tips

  • @felixhartl4813
    @felixhartl4813 Месяц назад

    PLEASE USE THE NUMBA MODULE!!!

  • @Person-who-exists
    @Person-who-exists Месяц назад

    Try running it in pypy.
    Pypy is just a python interpreter but is much faster than cpython.

  • @ThankYouESM
    @ThankYouESM Месяц назад +1

    How Sets Can Truly OPTIMIZE Your Python Code - ruclips.net/video/k_Hp4C-OQmM/видео.html

  • @tochukwuukpabi901
    @tochukwuukpabi901 Месяц назад

    wow, just wow

  • @wijiler5834
    @wijiler5834 16 дней назад

    Make it in c and vulkan with hardware raytracing (very fun trust me)

  • @moonyl5341
    @moonyl5341 21 день назад +1

    2:29 y'uore're*

  • @MuffinTastic
    @MuffinTastic Месяц назад +1

    i'm thinking of two words and they both begin with the letter p

  • @link1581
    @link1581 13 дней назад

    He should add multithreading 😆

  • @hillybankok
    @hillybankok Месяц назад

    use parrallel processing.

  • @LLDJ_
    @LLDJ_ Месяц назад

    why does this only have have 76 views 😭😭

  • @ulixir
    @ulixir Месяц назад

    time to switch to lua boy 300x the performance frfr

  • @anzo.7806
    @anzo.7806 27 дней назад

    First of, what I don't see a lot of ppl mentionning here, is to try identify what truly makes your code slow down... Forget about implementing x or y blindly. Without knowing what kind of issue you are addressing (memory banwidth ? Too much computation ?) you are not going to make significant improvement.
    So get a python profiler, learn a bit how pygame works (bc imho you may be calling its graphic api in an very unsufficiant maneer), and see which functions calls slow you down. Then, and only then try to think about optimization :
    Is computing the square root too much ? Maybe try an approx.
    Is blitting one pixel after another too expensive ? Maybe try to coerce chunk of colors together. etc etc..
    Finally, when this repeated over and over, and you can't get much more, only then should you consider multiprocessing (which is a whole another beast on its own)
    That's how I would do it. Have fun !!!

  • @user-zo1kn8ob7h
    @user-zo1kn8ob7h Месяц назад

    2:45 and java
    xD

  • @mokouu
    @mokouu Месяц назад

    what the hell man dont find me

  • @thoughted6069
    @thoughted6069 Месяц назад

    Do rendering on the GPU please.
    Use a graphics API with python bindings.
    Rendering on the CPU is a goddamn crime.
    Yet alone rendering on a CPU with python!

  • @cvabds
    @cvabds 16 дней назад

    I bet you can't create it on templeOS

  • @brunobaur
    @brunobaur Месяц назад

    Use C++ 😂

  • @electrobean
    @electrobean 22 дня назад

    I’m sure people have already said this but please just profile before listening to anyone’s suggestions, fix what’s slow not what looks slow.

  • @krikusZ80
    @krikusZ80 Месяц назад

    Shaders pls, just use shaders of any kind, compute shaders or fragment… you can save up so many resources by using them for other cool stuff and allow it to run on any potato

  • @sjoerdev
    @sjoerdev Месяц назад +1

    why python tho......

  • @D01Light
    @D01Light Месяц назад

    Python isn't that slow

    • @theglowpt3
      @theglowpt3 Месяц назад +1

      wait until you find out about the GIL

  • @theplaneguy45
    @theplaneguy45 Месяц назад +4

    cool! please never code graphics in python again! thanks!