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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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For performance you should rewrite it in Rust and then hand $5,000 in cash to me immediately. This will surely improve your FPS
hey, i want some too
@@lukasjetu9776 Always happy to lend some performance. I’ll cut you a sweet deal too: $3,000
after making it in rust do it again in C++ as it is just a bit better (le joke)
Cache Combine Distant Voxels: when more than one voxel looks like a single pixel.
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!
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
1000 subscribers! Gratz!
Pretty coool, I would suggest using numba to speed things up
This guy knows
i think you could optimize it by using a different coding language and using parallel processing
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...
Is there source for this code he and you did?
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.
you need to blow up i love your videos
Great work!
this reminds me of a spoonkid video, this is wonderful
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?
Now do it in C
why's young garfield teaching me python
Wow make this more popular get this guy to 1m subs
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
how much faster do you think this could get if you did all the calculations using numpy?
please try nonperpendicular processin
Using a jit compiler should improve performance drastically
you could try running it with pypy
its an alternative python implementation thats quite fast and very compatible with cpython code
Binary Meshing (Cache): 0 = space. 1 = voxel... create a pre-calc rotation dict()
one optimization technique is to use c++
Maybe use resize * 16 + PIL blur to create the height map
Avoid the use of floating point numbers altogether when rendering in gameplay by using dict() cache or memoization.
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.
Speeding Up Python Code With Caching - ruclips.net/video/0_ievUF0L_E/видео.html
I bet Shoriminimoe has some great optimization tips
PLEASE USE THE NUMBA MODULE!!!
Try running it in pypy.
Pypy is just a python interpreter but is much faster than cpython.
How Sets Can Truly OPTIMIZE Your Python Code - ruclips.net/video/k_Hp4C-OQmM/видео.html
wow, just wow
Make it in c and vulkan with hardware raytracing (very fun trust me)
2:29 y'uore're*
i'm thinking of two words and they both begin with the letter p
He should add multithreading 😆
use parrallel processing.
why does this only have have 76 views 😭😭
time to switch to lua boy 300x the performance frfr
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 !!!
2:45 and java
xD
what the hell man dont find me
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!
I bet you can't create it on templeOS
Use C++ 😂
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.
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
why python tho......
Python isn't that slow
wait until you find out about the GIL
cool! please never code graphics in python again! thanks!