I Increased the Resolution of My Voxel Engine ( LOD )

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  • Опубликовано: 16 янв 2025

Комментарии • 36

  • @patrlim
    @patrlim Год назад +22

    you should probably separate the meshing and rendering onto separate threads.

  • @ruier10
    @ruier10 Год назад +1

    I feel like the LOD system should include noting when picking.
    It would make smaller thing's like grass disappear when faraway.
    But to make sure big things that are thin don't disappear if 4 or more of the voxels are not nothing then don't include it as if this is not done it is likely to make thin things like walls disappear.
    This might also make the world smoother but I'm not sure.

  • @AIAdev
    @AIAdev Год назад

    Pig getting rekt at the beginning is awesome

  • @jason_m2003
    @jason_m2003 Год назад

    Max! This is engine is really shaping up nicely! Love from Toronto, Canada!

  • @globe-fish8743
    @globe-fish8743 Год назад +1

    When your fishing boss looks at you, you better look e-fish-ent.
    please add a fish or i will die.

  • @PotionScape
    @PotionScape Год назад +1

    This is phenomenal! Im not sure my game would implement octrees very well, but it looks great in yours

  • @JosiahHilden
    @JosiahHilden Год назад +1

    Great work on this! I've really been enjoying watchin this series since I found it. You might want to watch the talk "Greedy Meshing Voxels Fast" by Davis Morley, specifically for the final optomization he made where he used a "global lattice" (though you would probably still want to LOD the lattice for performance reasons, or possibly fall back to cached regular meshing for coarser LODs).

  • @toksic424
    @toksic424 Год назад

    This is awesome! Loving the progress you're making.

  • @Skeffles
    @Skeffles Год назад

    Fantastic! Good luck with the ray tracing and sorting out the optimisation.

  • @Conlexio
    @Conlexio Год назад +1

    the raytracing shader is actually really easy for rendering. the hard part is sending octree data to the gpu.

  • @vfox32
    @vfox32 Год назад +6

    Nice to see the progress! LOD is bound to increase your performance.
    Also, how about adding biome blending so the edges aren't so sharp?

    • @MaxMakesGames
      @MaxMakesGames  Год назад +3

      Thanks. I actually saw the performance kind of go down after adding LOD because of how many times I have to update the meshes and the time it takes to turn the octree into a mesh... rip. I could split the world into more meshes and make each mesh smaller but that also comes with problems.
      I'm making a custom renderer now so I probably won't even need LOD anymore. The octree I made will still be useful tho so it's not all wasted.

  • @UltimatePerfection
    @UltimatePerfection Год назад

    There's that old open source FPS engine called Cube2 that uses octrees for maps (making real-time map editing possible and in theory real-time destruction although the latter wasn't ever coded into any games running on it - theoretically possible though). Might be worth taking a look to see what can be done with octrees. Just a warning, it's a GPL engine so if you want to keep your engine closed, don't use any code from it verbatim.

  • @SteinBee
    @SteinBee Год назад

    I was planning on building a open source world infastructure game using voxils where you can build infastructure, and this was how I was going to implament it. This was very cool to see :)

  • @shadow_blader192
    @shadow_blader192 Год назад +1

    I must subscribe.

  • @DeltaModelX
    @DeltaModelX Год назад +1

    what are you planning for skill based gameplay and player customization
    some other things:
    patch the missing faces when destroying
    add noise to the terrain boarders (like snow on mountains)
    make the hp and stamina regen pause for 0.5-1 second after lowering, then slowly increase the regen the longer it goes without lowering
    re-add the fog

  • @ERA_TAKEN
    @ERA_TAKEN Год назад

    New voxel engine video wooo!!!!!

  • @ritpop
    @ritpop Год назад

    I was not expecting that lol 1:54

  • @DerpyNinjaFrog
    @DerpyNinjaFrog Год назад

    you could also make it a sparse voxel octree

  • @luddeoland
    @luddeoland Год назад

    I saw that you started on a raycaster? wouldent it work if you implemented something like a voxel space engine (you know those old 2d renderers" as the furtherest "lod", they are super fast and would allow for semingly infinite render distance. You could also create some simple upscaler (if you whant smoother worlds) interpolation might be fine i dont know.

  • @px9720
    @px9720 2 месяца назад

    3:45 why does it say Go not GB

  • @Nufshi
    @Nufshi Год назад

    Yoooo, HYPED for the next vid FRFR bro. Btw, did you actually make nanite from scratch because Dayumm.

    • @MaxMakesGames
      @MaxMakesGames  Год назад

      Thanks !
      I guess it has some things in common with nanite but nah. Next video tho I'm showing my raytracer and I think it might be kinda like nanite, or at least the result might be.

    • @seapickels9087
      @seapickels9087 Год назад

      it is kinda similar to nanite in that it uses oct tree instead of clusters (clusters are unneeded for voxels anyway)

  • @eirik6502
    @eirik6502 Год назад

    You could consider using ray marching or cone tracing instead of ray tracing. As far as i understand, ray marching could give really good performance at the cost of only being able to make simple shapes, but in a voxel game that's not a problem. Regardless, good luck on your project, voxel devlogs are fun to watch.

    • @MaxMakesGames
      @MaxMakesGames  Год назад

      Thanks ! I already started implementing my solution and tbh I'm not sure if it would be considered ray tracing, ray marching or something else but it works so I'll take it haha

    • @seapickels9087
      @seapickels9087 Год назад

      maybe an sdf?🤔

  • @leg0b0y0
    @leg0b0y0 Год назад

    Wow i am also starting my programming journey (kinda i used scratch for 4 years and am only starting text based languages now ) and this is really impressive if you know how difficult it would be to make. btw what did you use to make it (like which language and did u use unity or something else)

    • @MaxMakesGames
      @MaxMakesGames  Год назад +1

      Yes it's a big challenge. I hope your programming journey goes well !
      I started this project using C++ and OpenGL and then remade it in Rust and Bevy which I still use right now. I wouldn't recommend a beginner to do something like this but if you want to, I would definitely say to start with unity. I've seen a few videos of people that made pretty similar things in Unity so it's possible and it would help you get started. Good luck and have fun !

    • @leg0b0y0
      @leg0b0y0 Год назад

      @@MaxMakesGames thanks!

  • @happygofishing
    @happygofishing Год назад

    source code release?

    • @MaxMakesGames
      @MaxMakesGames  Год назад

      It's really messy so I don't think so but maybe I'll try to release some parts of it one day or like little demos showing systems used in this project

    • @happygofishing
      @happygofishing Год назад

      you will have probably rewritten it another 6 time by then@@MaxMakesGames

    • @MaxMakesGames
      @MaxMakesGames  Год назад

      @@happygofishing Maybe lol but if I release the current source you probably couldn't understand anything because of how messy it is. There's still a lot of old code I don't use anymore and commented code in there

  • @stuwustudio
    @stuwustudio 8 месяцев назад

    quebec spotted

  • @lukecronquist6003
    @lukecronquist6003 Год назад

    Add a few octaves and stuff to the noise gen so it doesn't just look like lumps.