Super cool stuff Bodhi! Looks really good, supercool that your working with raytracing aswell. For your terrain generation, may I give you a little hint, to instead of applying a single noise frequency, to implement fbm, into your terrain generation? Fractal Brownian Motion. You would basically add multiple noise layers at different frequencies on top of eachother, so you get more variation in huge landscapes, for the high mountains, and create detail variations in more zoomed in sections. I'm actually currently working on a raytraced audio visual, using this for the landscape design.
i agree, but it looks amazing for voxels in the distance. It's a bit of a trade-off, where AO really makes everything pop and have depth. I can make it a setting
@BodhiDon You should add weather events, such as rain, storms, and fog, where fog makes it really hard to see, and with the weather, the leaves get affected by the winds jostling in the wind. Other idea, add placeable structure pieces, such as foundations, walls, doors, and windows, that can be assembled into a house, and snap together sort of like ark, but of course made of voxels, so that they can be damaged or destroyed. You should also add some enemy types, with some that can dig through terrain, or others that can bust through structures or doors to get at the player. A hunger system would be good to add, but if the main focus isn't that, then make it a slow hunger system. weapons or tools are of course needed, as well as hp. It would be cool if you could make it so, if there are caves, that the deeper you go, the more dangerous the world is, while on the surface, its nearly completely peaceful.
The data structure doesn't support textures, just positions and colors. But i do have per - voxel material types available in post processing "grass / wood / stone etc." on which i can change gbuffers. to make some voxels more shiny / rough / animated etc. still need to experiment with it
I feel like there is a certain charm to the style, almost like Animal Crossing. Given how powerful the engine seems to be, it would be nice to see some more granular terrain.
@@nathanasdarjian if volumetric lighting is implement, be it either custom or using Unity's volumetrics, and the granular terrain is added, We could get close to a John Lin's sandbox, though with more frequent devblogs! The dev will have to look into mls-mpm physics if he wants to go the full nine yards and implement the water physics, and there is always room for optimisation in the renderer; simply having a higher render distance makes a game feel more immersive
They have a special purpose :) they align with the chunk borders which greatly reduces the ray tracing performance cost. Doing biome/heightmap gen at a per chunk resolution speeds things up. It also gives the game somewhat of a unique style
@@GradientOGames I made it possible to quickly switch between world generator types. At the moment i have "Flat" and the one you're seeing here. I can just add another one, I'll try it out at some point
Super cool stuff Bodhi! Looks really good, supercool that your working with raytracing aswell.
For your terrain generation, may I give you a little hint, to instead of applying a single noise frequency, to implement fbm, into your terrain generation? Fractal Brownian Motion. You would basically add multiple noise layers at different frequencies on top of eachother, so you get more variation in huge landscapes, for the high mountains, and create detail variations in more zoomed in sections. I'm actually currently working on a raytraced audio visual, using this for the landscape design.
Your channel absolutely aged quite finely
I just found your interesting project yesterday, and today a new video, amazing
kinda insane how fast you work while also making these video's haha
looking good
It's insane, one thing - I think ambient occlusion is too sharp, especially on the person.
i agree, but it looks amazing for voxels in the distance. It's a bit of a trade-off, where AO really makes everything pop and have depth. I can make it a setting
@@BodhiDon If it looks good for distanced things, maybe make its intensity distance based?
@BodhiDon You should add weather events, such as rain, storms, and fog, where fog makes it really hard to see, and with the weather, the leaves get affected by the winds jostling in the wind. Other idea, add placeable structure pieces, such as foundations, walls, doors, and windows, that can be assembled into a house, and snap together sort of like ark, but of course made of voxels, so that they can be damaged or destroyed. You should also add some enemy types, with some that can dig through terrain, or others that can bust through structures or doors to get at the player. A hunger system would be good to add, but if the main focus isn't that, then make it a slow hunger system. weapons or tools are of course needed, as well as hp. It would be cool if you could make it so, if there are caves, that the deeper you go, the more dangerous the world is, while on the surface, its nearly completely peaceful.
Trees look amazing!
I once had a dog named Dusty
This would be amazing as a pixel gun engine for pc
Pathtracing would be interesting
My ocd could never
if textures aren't randomly generated, make them PBR.
The data structure doesn't support textures, just positions and colors. But i do have per - voxel material types available in post processing "grass / wood / stone etc." on which i can change gbuffers. to make some voxels more shiny / rough / animated etc. still need to experiment with it
So is the 'blocky' aspect of the general landscape here to stay?
I feel like there is a certain charm to the style, almost like Animal Crossing.
Given how powerful the engine seems to be, it would be nice to see some more granular terrain.
@@nathanasdarjian if volumetric lighting is implement, be it either custom or using Unity's volumetrics, and the granular terrain is added, We could get close to a John Lin's sandbox, though with more frequent devblogs! The dev will have to look into mls-mpm physics if he wants to go the full nine yards and implement the water physics, and there is always room for optimisation in the renderer; simply having a higher render distance makes a game feel more immersive
They have a special purpose :) they align with the chunk borders which greatly reduces the ray tracing performance cost.
Doing biome/heightmap gen at a per chunk resolution speeds things up.
It also gives the game somewhat of a unique style
@@BodhiDon ever thought of testing out more granular terrain at some point? Maybe as a little toggle.
@@GradientOGames I made it possible to quickly switch between world generator types. At the moment i have "Flat" and the one you're seeing here. I can just add another one, I'll try it out at some point
is it a teardown mod?