Next gen Minecraft here in the making. Blows Minecraft cave update out of the water. If this can have mods/multiplayer in the future this will be amazing. 😍 Most beautiful game of 2021.
Not yet. There's still some big questions that need to be answered such as how well this scales, how much space on the drive it will take per cubic mile of generated terrain, and how nicely the engine can accommodate a multiplayer experience, if at all. John Lin has the unenviable task of having to make all this work while Minecraft has already solved all these problems, even if the implementation sometimes isn't great at all. This is a really cool and well-executed demo, but the boring answer is that we just have to wait and see if this can be taken out of the demo stage and into beta stage.
@@MilkIsTheOne tbh you can easly have both fo them in the world and not be bothered by the requirments of eaither because from the looks its smoth as ice.
I mean, VoxelArt has been a thing for a while, so it's not like anything is stopping people. CodyCan'tCodeThis is one of few people who remakes old games in voxel art for fun
We may have just fou d the revolutionary art for games folks. If ot gles big than let us never forget lin. The fucker desirves it all and mostly liky based on detail. He is posably Japanese descend for this clearly was done with a work ethic and fine tooth comb that I rarly see outside of Japanese artists. If he is not than well done sir.
Idk, I feel like the last few years has been incredibly disappointing, devs don't seem to care about these advanced physics engines, it's all about graphics for the average consumer
I really like how the lighting, the refraction through that dragon sculpture, the *god rays*, are all pixelated/voxelated as well. It's something I haven't really seen much of before!
Even old-school voxel engines supported interpolation; the curvature of a sphere is actually very simple to model (which is why spheres suddenly started looking passable when we started using per-pixel lighting). It's especially easy to render perfect spheres with raytracing, though it doesn't look like that's the case here. I assume what he's doing is basically having normals on the logical cubes that are used for per-pixel lighting. And obviously, it's far more plausible doing real-time raytracing in world-space when the geometry has such low "resolution"; you can see the reflections and refractions are blocky with respect to the geometry, not the screen/camera. Pretty cool trick if that's how it's done.
He's unfortunately infamous for this. He almost never links the projects he talks about in the description and it's made me not watch him much as a result because of how hard it is to find some of the projects he talks about.
It's like someone combined Euclidean and teardown, and added raytracing But this map is quite beautiful, the artist really wants to prove that the limit is our imagination. Truly breathtaking.
To anyone who says this looks like a crappy jpeg, you gotto understand that this isn't comparable to traditional 3D games. Many people know and use the term voxel while not understanding what truly makes them different to the 3D models we are used to seeing. Its both the way information is stored and the way it's loaded into the game that makes the nature of voxels truly special. Right now voxel based graphics are exactly where pixel based graphics were 40 years ago. Voxel games are getting higher and higher in resolution and fidelity, at some point you will be seeing PS4 level graphics composed of voxels. Voxels also aren't strictly squares, a voxel is essentially a container for information and there are already many voxel games that dont look pixelated.
Yeah, also the typical "voxel is to 3D what pixelart is to digital painting" mindset that influence alot of what people imagine when hearing this word. Voxels don't have to look like Trove or Minecraft, just like pixelart can be used on larger canvas too. ^^"
Ps4's Dreams (a streamlined creation's tool) is a great example of what can be done with voxels. there are people there creating photorealistic stuff. at least good looking, non-pixelated creations. sure, the levels are very small in scope but still, it's a start. voxel has a long but promising future.
Imagine if the materials reacted to their own weight under stress. Imagine if metals bent. What about rope physics? What about a game with legit pulleys and levers and gears? :3
What's weird is that the animation rhythm and visual style of this game is like a dream I had last November that I story boarded out when I woke up because of how vivid it was. It was really muted though, an overcast grey day, with structures I was exploring, and people in the back yard that I could see below from the balcony of the structure. The lighting, and even pixilation, were like this. I wanted to turn the that dream into an interactive game. Weird.
That's essentially the thing with voxels. If the voxels in the scene are all microscopic in physical size, the scene should look photorealistic short of using virtual macroscopic camera lenses in the scene. Consumer level graphics hardware just can't handle it at that level yet in real time, but eventually I expect it to.
The new Minecraft is looking great XD no but honestly if this ends up being a Minecraft like game no game will be able to contend with it it might be the biggest game of 2021 or whenever it comes out
when i was a children i imagine a day when the games will be like this, but the voxels have the size of a atom and the environment is build with billions of their
@@LazyLoonz no it doesn't. To be honest, barely anything is actually procedurally generated in no man's sky... There are so many reused assets and things, and the water definitely doesn't move right (or at all)
This game looks like what i was hoping gaming could achieve in my childhood dreams, this channel always brings me the so many cool experimental games, i wish more games like these would get mainstream attention.
he spent like half the vid talking about how insanely optimized the game is supposed to be, and apparently another comment here mentioned the dev himself was playing and running the games and demos on a single computer core so I'm sure your PC will be fine
Never thought I'd see this again, I remember searching for voxel sandbox/simulation games and I found a old short video of this game with no information. It looked so interesting based on the gameplay and style!
Actually, this game might run better than you think, it does not use textures; but instead coloured blocks, so there is less work for your PC to do in terms of calculating textures and associated lighting/bumpmapping etc
I first heard about Voxels around the time that Minecraft 1.11 came out in 2016. At that time it was just a concept. The idea was how the game actually realizes that things are made up of small particles. Those particles can be multiple materials all of which have their own physics. There was also talk about the way particles interact with one another to create realistic sound effects based on their movement. It sounded like super far out complicated stuff, but it did sound like the future. I'm glad to see someone is still putting lots of time and effort into Voxels. They just sound so darned cool. I can just imagine having voxels that are so small that they can create super HD graphics instead of these fuzzy looking large voxels. Plus the lighting can be so dynamic. There's so much potential. Thanks for this update!!
I dont do drugs anymore but I imagine taking a stroll in this game while on acid would be quite the experience LoL. Honestly could probably stand in the same spot for two hours and be amazed the entire time.
Wow! This is truly the start of something amazing begun with Minecraft. Decades back when I played with CG I thought voxel technology would eventually be the thing and that all objects would be handled in this consistent way. Back then it was impossible to foresee even the memory and computational requirements of such a thing being feasible. Give it a few more years, the voxels will shrink like pixels did and then the blockiness will go away but in 3D space memory/CPU goes up fast as voxel size shrinks, but it looks like this demo might have multi-size voxels which helps. Its amazing to witness this. John Lin, you are one clever guy!
Imagine a game like this Where you can live in a world that is your own, Everything is entirely at your will, you can break, create, and modify the terrain while being amazingly boundless. If John is ever going to release this to public, please for the love of god make a farming feature, I’d kill to see villages and cities surrounded by agriculture and overgrowth
I love games like this, u can just pause on every step u take and just look around and feel the beauty of the game, every single time he stops the view looks like the most beautiful picture a famous artist made,great job
Theres something wrong when you entered the ray tracing room. The fire's color is blue or green. But the reflection is actually orange. The normal fire color.
Interesting... It almost looks like it's just a regular destructible 3d engine like what space engineers has, but everything is put through a graphical display filter like what axiom verge does to make it look like pixel art. I get the feeling that its how it maintains such good performance for what it appears to be doing. Very impressive programming!
This engine looks so freaking cool! I love the sort of semi-pixel style, and the fluid simulations seem so cool! Btw i think the RTX that he's using is a custom one. It's much more performant. It uses concentric circles to get "Close enough" meaning you get really good lighting with a potato computer.
yeah, this sh*t makes me eyeball the rope (if you catch my drift) >.> (like: one person did all this... they can, but I, for some reason, can't? Why?! Did these super-talented individuals suck up all the talent and there was none left for me or something? You can tell I'm really jealous)
this could be cool as a super realistic survival game, you could use irrigation to make farms, and use physics as a survival / crafting mechanic. im exited to see where this goes
Switch to 4k. RUclips uses less compression at 4k and significantly improves the image. It is a shame that RUclips uses more compression in 1080p to the point of ruining the video. It is the only solution, when the quality becomes unbearable. And it works on my TV, even if it's 720p (1366x768)
This is going to be the game that takes the throne of Minecraft. One dunkey video and your done. your done for life and your sandbox game will be on every shelf on the planet.
@@danielm.595 Or, you know... he doesn't have a playable build, so all he can do is comment on a video that he saw. And then he doesn't even link the original video...
Is it possible to overlay this game with a DLSS like neural net so the pixels are upscaled? The physics calculations can still be based on the voxels, but the player just sees the upscaled version. Like putting a extra high detail mesh over the current game. Does this make sense? Might be an awesome combination!
Totally man..they could integrate one of those google a.i programs that generate realistic images from drawings. Like realtime image generation by a.i.
I'm sure if you cranked up the FOV and maybe run on 4k monitor it would look quite crisp. In the future I believe that photorealistic physics engines will created with a combination of something like this engine and a form of DLSS. I cannot express how powerful this technology is. This video is a proof of concept, in the future we may abandon texture based engines forever due to them being completely obsolete in the face of something of this magnitude.
To further reinforce my previous statement I will explain why this is superior fundamentally. When a 3d artist creates an alien in blender they build a grey mesh and then they paint it with an airbrush. After they are finished they press a button that generates a "texture" based on the airbrushing on the 3d model and it's polygon count so the texture can be wrapped again. In addition to this the artist must dedicate extra time to disclose which verticies on the model are sliced in the pelt map. (It's called a pelt map because it looks similar to how an animal would be skinned for its pelt/hide) furthermore, after this is finished, the artist may have to REPEAT this process 2-4 more times in order to create low poly/resolution versions of the model. (This is for LOD to conserve PC resources when rendering far away objects, but with an engine like in this video demonstration, LOD may not work the same way, or may simply not exist.) After all this it's saved in a huge file hundreds of megabytes, then the game unpacks the mesh and wraps a texture on it and calculates lighting etc etc. This demo is skipping that ENTIRE process. The artist will create their alien model INGAME and then paint it INGAME, and there is no textures or mesh involved. This is a bit more complicated when animating movement, but if the engine is coded well it can essentially "learn" how to animate things based on parameters you set. (This is evident with the trees and grass moving, but also more advanced things like the small dog, and even physics.) In short: this technology will not only add essentially limitless freedom to artists in terms of their detail budget (provided it's optimised well, but based on this video's physics demonstration it's MORE than optimised.) But also expedite the speed at which videogames are manufactured, and the file size of videogames on disk would be reduced by 90% or even higher. Also, with teardown you have "metal" and "wood" with different physical properties etc. But generally in videogames your ENEMIES would never have materials associated with their composition. What I mean by this is: you can create a golem monster, and parts of his body are stone and some are wooden vines. If you bring him into the fire, it will burn off all of his vines but his stone will remain and he will still attack you. This level of enemy and environment design has never been possible before. Dirt monster chases you and you run into water and it washes away his dirt revealing the tree roots within, so he is easier to defeat with a lumbering axe. The possibilities are endless. This engine gives us the tools to create something incredible.
@@ROACH123_ I have been wondering for a while and maybe you know. With voxel engines is it possible to make teh voxel really small? If so would that allow for realistic visual with all the wonders of voxel based engines?
I want to talk to this fella about making this some kind of survival game that has, like, crafting machines powered by flowing water, through water wheels. Procedurally generated animations can allow for the wheel to adjust to the speed of the flow, could use the same for gear systems for building megaprojects. I wonder what a vehicle would be like under circumstances like this. Digging and mining could produce voxels that give various resources like wood, stone, metals, and liquids could be taken via buckets or pipes procedurally as well, measuring and preserving volume to produce and delete it as necessary. Maybe even a gas simulating system could function in this system.
@@rehatsingh456 I mean, It shouldn't require too much to run (because what little I know tells me that voxels help with performance) but I say we should cheer on this project because it truly is beautiful (in my opinion) and you can see as he develops on his channel.
Love this, thanks for sharing! I would like to note that it feels quite rude not to just link the developer's twitter/patreon/anything alongside your own default links. You praise this game for 11 minutes and have opened my eyes to a new game, which I appreciate! But this developer deserves some explicit recognition and citation in my opinion.
Does anyone else remember that tech demo from years ago that was hyping up the idea of replacing polygons in video games with some "floating point" something or other system? Doesn't this idea look a little familiar? It's like figuring out how to make virtual worlds finally base their appearance and physics on the same thing the real world does, with molecules that each have their own properties.
This looks like an actual voxel engine. Minecraft stores data like voxels, but it is still a polygon game. This doesn’t seem to contain polygons. Very interesting.
The grass is the same as the dog mesh, in that based on the position of each fragment in 3d space it either falls in or out of specific locations in the voxel grid. It's not animated 3d pixels or anything, these are higher detailed meshes represented with lower detail graphics for the purpose of faster lighting calculations.
Imagine mining in this game and you find some amorphous blob of shiny gold. Or exploring a dungeon and deatroying some part of the ceiling to kill a skeleton
They should add a 'smart filter' feature that uses known positions for blocks to create a less pixelated experience and smooths out edges. since the voxels are so small i think it would be possible to filter them to the point where you couldn't actually see individual voxels.
Tbh John should just name it John Lin’s Sandbox. Sounds good and gives him better exposure.
Honestly, agreed. Look at what happened to Garry's Mod lol so no reason that name wouldn't do just as well.
Next gen Minecraft here in the making. Blows Minecraft cave update out of the water.
If this can have mods/multiplayer in the future this will be amazing. 😍 Most beautiful game of 2021.
I was thinking the same thing
What is the twitter of the creator?
Yeah only voxel game with comparable lighting besides teardown is hytale.
This is it boys, minecraft 2.
fr tho
Not yet. There's still some big questions that need to be answered such as how well this scales, how much space on the drive it will take per cubic mile of generated terrain, and how nicely the engine can accommodate a multiplayer experience, if at all. John Lin has the unenviable task of having to make all this work while Minecraft has already solved all these problems, even if the implementation sometimes isn't great at all.
This is a really cool and well-executed demo, but the boring answer is that we just have to wait and see if this can be taken out of the demo stage and into beta stage.
@@arnox4554 aye bruh i think it was a joke 😹😹😹
Minecraft 4 i would say
@@arnox4554 Come on man that was a joke.
Imagine an overgrown abandoned city in this game, it would be so atmospheric until you decide that that one skyscraper should fall over
Even than it would SO much more as the building would go posably crack down at the breaking point fall as one than breack on impact.
But as things impact.
Imagine the water flowing out of the buildings with that fluid simulation. DAAAMN that's gonna be cool.
Nah... I like this nature themed level than that but that's you're opinion.
@@MilkIsTheOne tbh you can easly have both fo them in the world and not be bothered by the requirments of eaither because from the looks its smoth as ice.
gotta love when there are 7 promo links and none of them are for the content in the video
yeah idk why drake does that
Lol
No video description either... >_> Many youtubers also won't cite what songs they use in their video, which can be maddeningly frustrating.
right? how do you spend more than 11 minutes talking about a game and you don't even bother to link it in the description?
Yeah, bad youtuber
Any screenshot from this game could be considered a work of art.
100% AGREE
@6:20
@@jesse76thgames80 a masterpiece
Yeah, it does have an impressionist feel to it.
absolutely not, the game has the shittiest graphics, personally I don't need such a product, there is nothing here that could defeat the teardown
If this grows up, Alot of 80's and 90's pixel graphics can be reimagined in this engine !
I want a Valheim mod with these graphics
I mean, VoxelArt has been a thing for a while, so it's not like anything is stopping people. CodyCan'tCodeThis is one of few people who remakes old games in voxel art for fun
It's like the foundation for Noita 3d.....
This is huge... Low-key this is actually groundbreaking. WTF
I’ve never thought about it like that before, this is actually a good comparison.
I want to have it in my body... NOW! (I need that engine... not that I'd know how to use it, or anything)
holy fuck i've been dreaming of a 3d noita game.... this makes me so happy
It's not groundbreaking because Lin's using already-existing tech, but to put them all into a demo is really cool.
noita 3d, mmmmm
Man, we need this type of water physics in Space Engineers.
Agreed haha
This kind of stuff makes me excited for the next decade of video games. I mean, if this is 2021 then imagine what kind of games we'll have by 2030.
We may have just fou d the revolutionary art for games folks. If ot gles big than let us never forget lin. The fucker desirves it all and mostly liky based on detail. He is posably Japanese descend for this clearly was done with a work ethic and fine tooth comb that I rarly see outside of Japanese artists. If he is not than well done sir.
And we'll finaly be able to buy rtx 3000 series right around 2030 too, so exciting!
Idk, I feel like the last few years has been incredibly disappointing, devs don't seem to care about these advanced physics engines, it's all about graphics for the average consumer
@@haskamoosic9371 Yeah in 2030 we’ll have Call of Duty war zone 6
@@sleepysalmon9658 How bold of you to assume they wont just become scalped.
Hi from 2 years ago
I really like how the lighting, the refraction through that dragon sculpture, the *god rays*, are all pixelated/voxelated as well. It's something I haven't really seen much of before!
I can imagine some really beautiful looking story games made with this engine
some rpg maker remakes
@@Greaust Woah, remaking a rpg maker horror game would be cool
it reminds me of "The Witness" the color palette is very similar.
Yoshi's Island 3D would be sweet in this
Damn, imagine a medieval fantasy rpg running on that, I'd fall in love with that
Impressive that the sphere has shading like a real ROUND sphere, even though it's made out of small blocks.
If you could zoom on a cerved line it would in the end become a mesh of boxes and straight lines
Even old-school voxel engines supported interpolation; the curvature of a sphere is actually very simple to model (which is why spheres suddenly started looking passable when we started using per-pixel lighting). It's especially easy to render perfect spheres with raytracing, though it doesn't look like that's the case here. I assume what he's doing is basically having normals on the logical cubes that are used for per-pixel lighting. And obviously, it's far more plausible doing real-time raytracing in world-space when the geometry has such low "resolution"; you can see the reflections and refractions are blocky with respect to the geometry, not the screen/camera. Pretty cool trick if that's how it's done.
You just bring this infinitesimally upscaled and you got your real world rendering.
Didn't even link John Lin's channel or anything else of the sort. Yikes. Just shouting out his own stuff below....
Yup.
He's unfortunately infamous for this. He almost never links the projects he talks about in the description and it's made me not watch him much as a result because of how hard it is to find some of the projects he talks about.
@@xweert711 I hate people like that.
Can you give me The Link to Johns Channel?
@@leonpeitz6813 Not my job, for I didnt make the video.
It's like someone combined Euclidean and teardown, and added raytracing
But this map is quite beautiful, the artist really wants to prove that the limit is our imagination.
Truly breathtaking.
Teardown has raytracing.
@@ROACH123_ Just saying for people who dont realise, like me the first time I watched a Bluedrake video.
yeah, no, the limit is the lack of know-how on my part >.> (sigh)
isn't Euclidean just a scam?
@@AkkarisFox to be honest I'm not even sure at this stage, probably haha
To anyone who says this looks like a crappy jpeg, you gotto understand that this isn't comparable to traditional 3D games. Many people know and use the term voxel while not understanding what truly makes them different to the 3D models we are used to seeing. Its both the way information is stored and the way it's loaded into the game that makes the nature of voxels truly special. Right now voxel based graphics are exactly where pixel based graphics were 40 years ago. Voxel games are getting higher and higher in resolution and fidelity, at some point you will be seeing PS4 level graphics composed of voxels. Voxels also aren't strictly squares, a voxel is essentially a container for information and there are already many voxel games that dont look pixelated.
and its also because of RUclips's conversion
@@yoshin6465 u wont notice the youtube's conversion in the 95% of the cases on fullHD
This game demo is visually pleasing who would say that?
Yeah, also the typical "voxel is to 3D what pixelart is to digital painting" mindset that influence alot of what people imagine when hearing this word. Voxels don't have to look like Trove or Minecraft, just like pixelart can be used on larger canvas too. ^^"
Ps4's Dreams (a streamlined creation's tool) is a great example of what can be done with voxels. there are people there creating photorealistic stuff. at least good looking, non-pixelated creations. sure, the levels are very small in scope but still, it's a start. voxel has a long but promising future.
later: THEY SHOULD SUPPORT THE MOD COMMUNITY!
They should =)
That's defintly from the looks a late on thing
Imagine if the materials reacted to their own weight under stress. Imagine if metals bent. What about rope physics? What about a game with legit pulleys and levers and gears? :3
Teardown has that for some materials
Computer go brrrrrrrpop
Welcome to Roblox
You just described Medieval Engineers
@@NicCrimson what? roblox doesnt have any of this
"I know I I I know I maybe say big things every so often...."
LoL, dude you are the hypeman's hypeman.
What's weird is that the animation rhythm and visual style of this game is like a dream I had last November that I story boarded out when I woke up because of how vivid it was. It was really muted though, an overcast grey day, with structures I was exploring, and people in the back yard that I could see below from the balcony of the structure. The lighting, and even pixilation, were like this. I wanted to turn the that dream into an interactive game. Weird.
"This game is very screenshotable" is the best compliment a Dev can have 👌🏻
it's like i'm watching the Robin William's movie What Dreams May Come when he dies and goes into his version of heaven which is his wife's paintings
I see potential for a 3D Terraria, Re-Logic needs to call this guy
John Lin: created something awesome. doesn't have a name for it yet
Me: come up with 100 names before even starting something
L
O
L
just imagine a future where using a technology like that, we are able to simulate atoms
That's essentially the thing with voxels. If the voxels in the scene are all microscopic in physical size, the scene should look photorealistic short of using virtual macroscopic camera lenses in the scene. Consumer level graphics hardware just can't handle it at that level yet in real time, but eventually I expect it to.
The new Minecraft is looking great XD no but honestly if this ends up being a Minecraft like game no game will be able to contend with it it might be the biggest game of 2021 or whenever it comes out
Here we go again
Next vid: i got bored of jhon lins sandbox
when i was a children i imagine a day when the games will be like this, but the voxels have the size of a atom and the environment is build with billions of their
I can't wait for the resolution on voxel models to increase so much that they start simulating individual molecules.
*THIS is what I literally expected No Man's Sky to look like, for real*
I feel you.
It does now
@@LazyLoonz no it doesn't. To be honest, barely anything is actually procedurally generated in no man's sky... There are so many reused assets and things, and the water definitely doesn't move right (or at all)
This game looks like what i was hoping gaming could achieve in my childhood dreams, this channel always brings me the so many cool experimental games, i wish more games like these would get mainstream attention.
RUclips: Look at this epic voxel game!!
My PC automatiocally: NO.
he spent like half the vid talking about how insanely optimized the game is supposed to be, and apparently another comment here mentioned the dev himself was playing and running the games and demos on a single computer core so I'm sure your PC will be fine
This is so beautiful I wanna cry. The grass, the trees and the light omg
yeah the beauty is what makes it great in my opinion. Imagine it with some nice soundtrack on top
Never thought I'd see this again, I remember searching for voxel sandbox/simulation games and I found a old short video of this game with no information. It looked so interesting based on the gameplay and style!
I saw this like a year ago and John added so much! the game just keeps getting better and better! I can't believe it!
If survival and dungeon/rpg mechanics are done right, this could be the next minecraft.
This is an Amazing Engine, it feels like an outstanding minecraft evolution
Don't forget Teardown does volumetric smoke. Also it's just fluid physics, fluidics is a separate discipline like hydraulics.
If I tried running this game on my computer It will become a fire hazard real quick
A nuke to be exact
Actually, this game might run better than you think, it does not use textures; but instead coloured blocks, so there is less work for your PC to do in terms of calculating textures and associated lighting/bumpmapping etc
@@ROACH123_ Sounds promising
surface of the sun, actually
@@ROACH123_ no textures, you say? _interesting_
Man this game has so much potential for a survival game. Like you can build boats and make sails the interact with the wind. I can’t wait
Bluedrake42: this is a new physics sandbox game that might be better than teardown
RUclips: haha this is teardown
I love the way gamedev progress beyond "reality", that's really crazy and lovely!
This looks so amazing, I cannot wait to play this.
A real Minecraft killer, hope it's released soon
Bro this man went straight up to minecraft 3.0
I first heard about Voxels around the time that Minecraft 1.11 came out in 2016. At that time it was just a concept. The idea was how the game actually realizes that things are made up of small particles. Those particles can be multiple materials all of which have their own physics. There was also talk about the way particles interact with one another to create realistic sound effects based on their movement.
It sounded like super far out complicated stuff, but it did sound like the future. I'm glad to see someone is still putting lots of time and effort into Voxels. They just sound so darned cool. I can just imagine having voxels that are so small that they can create super HD graphics instead of these fuzzy looking large voxels. Plus the lighting can be so dynamic. There's so much potential. Thanks for this update!!
Games are really starting to get crazy
Oh man, the combination of blockiness and bright happy colors reminds me of the old King's Quest games! Anyone remember King's Quest?
Well, I had King's Quest V on my old 286 :) 256-colour VGA graphics :)
I dont do drugs anymore but I imagine taking a stroll in this game while on acid would be quite the experience LoL. Honestly could probably stand in the same spot for two hours and be amazed the entire time.
Never worry, I shall take the Acid Test (once the game gets released)! \o/
Wow! This is truly the start of something amazing begun with Minecraft. Decades back when I played with CG I thought voxel technology would eventually be the thing and that all objects would be handled in this consistent way. Back then it was impossible to foresee even the memory and computational requirements of such a thing being feasible. Give it a few more years, the voxels will shrink like pixels did and then the blockiness will go away but in 3D space memory/CPU goes up fast as voxel size shrinks, but it looks like this demo might have multi-size voxels which helps. Its amazing to witness this. John Lin, you are one clever guy!
I've seen this before, completely forgot about it, thanks for reminding me Connor.
Imagine a game like this
Where you can live in a world that is your own, Everything is entirely at your will, you can break, create, and modify the terrain while being amazingly boundless.
If John is ever going to release this to public, please for the love of god make a farming feature, I’d kill to see villages and cities surrounded by agriculture and overgrowth
Watching this demo feels like a dream.
I love games like this, u can just pause on every step u take and just look around and feel the beauty of the game, every single time he stops the view looks like the most beautiful picture a famous artist made,great job
Theres something wrong when you entered the ray tracing room. The fire's color is blue or green. But the reflection is actually orange. The normal fire color.
Is that him playing? I thought he usually just watches clips made by the devs
it's the glass that is colored
Interesting... It almost looks like it's just a regular destructible 3d engine like what space engineers has, but everything is put through a graphical display filter like what axiom verge does to make it look like pixel art. I get the feeling that its how it maintains such good performance for what it appears to be doing. Very impressive programming!
This engine looks so freaking cool! I love the sort of semi-pixel style, and the fluid simulations seem so cool!
Btw i think the RTX that he's using is a custom one. It's much more performant. It uses concentric circles to get "Close enough" meaning you get really good lighting with a potato computer.
This already looks so beautiful, I wanna see when this games gets different biomes and cave environments, exploring would be so fun and interesting.
Damn just imagine PS1 games in this !
shouts out to this guy for not name-dropping minecraft unecessarily with comparisons
How does a solo developer even achieve this, I am stunned
yes, it starts to get comical
yeah, this sh*t makes me eyeball the rope (if you catch my drift) >.> (like: one person did all this... they can, but I, for some reason, can't? Why?! Did these super-talented individuals suck up all the talent and there was none left for me or something? You can tell I'm really jealous)
Just takes years of dedication.
this could be cool as a super realistic survival game, you could use irrigation to make farms, and use physics as a survival / crafting mechanic. im exited to see where this goes
Nothing came out of this?
These Pauls can single handedly destroy polygons
RUclips compression algorithm after seeing that amout of particles: I gonna end this game whooole career
Oh please shut up
@@memethanYT No u
This game's delicious to look at, I can't explain it.
Now this, implemented into Crysis.
But can it run _in_ Crysis?
I keep coming back to this, it really is an amazing project. I bet anyone could spend hours just messing around in it.
Oh, dear. RUclips is having a hard time compressing this one
Switch to 4k. RUclips uses less compression at 4k and significantly improves the image. It is a shame that RUclips uses more compression in 1080p to the point of ruining the video.
It is the only solution, when the quality becomes unbearable. And it works on my TV, even if it's 720p (1366x768)
This is going to be the game that takes the throne of Minecraft.
One dunkey video and your done. your done for life and your sandbox game will be on every shelf on the planet.
Just wanna say, Drakes not playing the game, he is using John Lins video.
We know, he does this to better immerse himself and us
@@danielm.595 Or, you know... he doesn't have a playable build, so all he can do is comment on a video that he saw. And then he doesn't even link the original video...
The voxel based physics armsrace has begun
Is it possible to overlay this game with a DLSS like neural net so the pixels are upscaled? The physics calculations can still be based on the voxels, but the player just sees the upscaled version. Like putting a extra high detail mesh over the current game. Does this make sense? Might be an awesome combination!
Totally man..they could integrate one of those google a.i programs that generate realistic images from drawings. Like realtime image generation by a.i.
I don't understand what it mean but I totally agree.
@@FnD4212 the problem of 21st century.
The word you're looking for is "quantization".
This really hurts my eyes. The whole video looks like "jpeg compression artifacts - the game".
I'm sure if you cranked up the FOV and maybe run on 4k monitor it would look quite crisp.
In the future I believe that photorealistic physics engines will created with a combination of something like this engine and a form of DLSS.
I cannot express how powerful this technology is. This video is a proof of concept, in the future we may abandon texture based engines forever due to them being completely obsolete in the face of something of this magnitude.
To further reinforce my previous statement I will explain why this is superior fundamentally.
When a 3d artist creates an alien in blender they build a grey mesh and then they paint it with an airbrush. After they are finished they press a button that generates a "texture" based on the airbrushing on the 3d model and it's polygon count so the texture can be wrapped again. In addition to this the artist must dedicate extra time to disclose which verticies on the model are sliced in the pelt map. (It's called a pelt map because it looks similar to how an animal would be skinned for its pelt/hide) furthermore, after this is finished, the artist may have to REPEAT this process 2-4 more times in order to create low poly/resolution versions of the model. (This is for LOD to conserve PC resources when rendering far away objects, but with an engine like in this video demonstration, LOD may not work the same way, or may simply not exist.)
After all this it's saved in a huge file hundreds of megabytes, then the game unpacks the mesh and wraps a texture on it and calculates lighting etc etc.
This demo is skipping that ENTIRE process. The artist will create their alien model INGAME and then paint it INGAME, and there is no textures or mesh involved. This is a bit more complicated when animating movement, but if the engine is coded well it can essentially "learn" how to animate things based on parameters you set. (This is evident with the trees and grass moving, but also more advanced things like the small dog, and even physics.)
In short: this technology will not only add essentially limitless freedom to artists in terms of their detail budget (provided it's optimised well, but based on this video's physics demonstration it's MORE than optimised.) But also expedite the speed at which videogames are manufactured, and the file size of videogames on disk would be reduced by 90% or even higher.
Also, with teardown you have "metal" and "wood" with different physical properties etc. But generally in videogames your ENEMIES would never have materials associated with their composition. What I mean by this is: you can create a golem monster, and parts of his body are stone and some are wooden vines. If you bring him into the fire, it will burn off all of his vines but his stone will remain and he will still attack you. This level of enemy and environment design has never been possible before.
Dirt monster chases you and you run into water and it washes away his dirt revealing the tree roots within, so he is easier to defeat with a lumbering axe.
The possibilities are endless.
This engine gives us the tools to create something incredible.
@@ROACH123_ amazing
@@ROACH123_ I have been wondering for a while and maybe you know. With voxel engines is it possible to make teh voxel really small? If so would that allow for realistic visual with all the wonders of voxel based engines?
@@ak2286npb yes, this engine will eventually progress to something like that
I want to talk to this fella about making this some kind of survival game that has, like, crafting machines powered by flowing water, through water wheels. Procedurally generated animations can allow for the wheel to adjust to the speed of the flow, could use the same for gear systems for building megaprojects.
I wonder what a vehicle would be like under circumstances like this.
Digging and mining could produce voxels that give various resources like wood, stone, metals, and liquids could be taken via buckets or pipes procedurally as well, measuring and preserving volume to produce and delete it as necessary. Maybe even a gas simulating system could function in this system.
I want to know what does “low spec” mean when you say that it runs well on low spec pc.
Windows95
I'm so sorry for the unintended rage that might have triggered. XD
For example, the fluid mechanics can run on 1 CPU core.
@@introspectiver1787 oh ye I forgot multilthreading exists
@@rehatsingh456 I mean, It shouldn't require too much to run (because what little I know tells me that voxels help with performance) but I say we should cheer on this project because it truly is beautiful (in my opinion) and you can see as he develops on his channel.
@@introspectiver1787 yes I agree that this game is truly beautiful. I love it.
It's the most beautiful thing I've ever seen. Even super photo realism wouldn't be as impressive as this
This has so much real time physics and lighting I can see it being a real time computer destroyer!
*AND IT'S MAGNIFICENT!*
Been following this for quite a few months now, it's been insane watching it upgrade as we go.
Love this, thanks for sharing! I would like to note that it feels quite rude not to just link the developer's twitter/patreon/anything alongside your own default links. You praise this game for 11 minutes and have opened my eyes to a new game, which I appreciate! But this developer deserves some explicit recognition and citation in my opinion.
I would LOVE to try this out and make a small horror experience. I would love to get my hands on this engine.
Does anyone else remember that tech demo from years ago that was hyping up the idea of replacing polygons in video games with some "floating point" something or other system? Doesn't this idea look a little familiar?
It's like figuring out how to make virtual worlds finally base their appearance and physics on the same thing the real world does, with molecules that each have their own properties.
This looks like an actual voxel engine. Minecraft stores data like voxels, but it is still a polygon game. This doesn’t seem to contain polygons. Very interesting.
This would make for an interesting VR experience.
RUclips:game teardown
Bluedrake:are you sure?
"THIS IS CRAZY!!!"
Man, have you just seen a double rainbow?
I feel like a voxel game like this would do really well in vr where you can get fine control of what your are breaking and placing
The grass is the same as the dog mesh, in that based on the position of each fragment in 3d space it either falls in or out of specific locations in the voxel grid. It's not animated 3d pixels or anything, these are higher detailed meshes represented with lower detail graphics for the purpose of faster lighting calculations.
I love this art style it looks like what you would see in your dreams
The light is not "refracting" through the cave, refracting is when light bends, like through glass or water
I love the fact that you can just stand still wherever you want to and have a lovely Background for streams or something
I cant wait to see the things people will build within this game.
i feel like voxels will just keep getting smaller till we start to simulate actual atoms
Imagine mining in this game and you find some amorphous blob of shiny gold. Or exploring a dungeon and deatroying some part of the ceiling to kill a skeleton
this gives off incredible retro vibes while having very impressive graphics
How come I haven't seen that before?
It gives me such a dream-like landscape feel. I love it!
They should add a 'smart filter' feature that uses known positions for blocks to create a less pixelated experience and smooths out edges. since the voxels are so small i think it would be possible to filter them to the point where you couldn't actually see individual voxels.
Saved to my Art playlist
Its hard to look at but yet you don't want to stop looking at it.