Ray Traced Voxel Engine in Unity - Voxtopolis Devlog 1

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  • Опубликовано: 24 дек 2024

Комментарии • 26

  • @GabeRundlett
    @GabeRundlett 8 месяцев назад +4

    I love it! Great work. Subbed!

    • @BodhiDon
      @BodhiDon  8 месяцев назад +3

      Thank you! Your voxel videos are extremely inspiring!

  • @TerrySznober
    @TerrySznober 8 месяцев назад

    Awesome work!! Well done!!

  • @pepguitar001
    @pepguitar001 7 месяцев назад

    You deserve a sub, great work!
    Looking forward to see where this project will go

  • @marinemaaan7015
    @marinemaaan7015 8 месяцев назад

    Thanks so much for sharing, and I wish the best for you and all your projects. I've been stuck planning how to approach my ideas and your explanations helped me gain more momentum.

  • @jingjingwang9167
    @jingjingwang9167 8 месяцев назад

    It looks amazing 🤯

  • @TimiPigeon
    @TimiPigeon 8 месяцев назад +1

    This is looking great so far!
    Are there any plans to add physics similar to sand/gravel in Minecraft, or even tree physics like Vintage Story? Adding more physics could open up lots of gameplay opportunities, and could even make for a really engaging and interesting combat system!

  • @Conlexio
    @Conlexio 8 месяцев назад +2

    thank you for sharing! i’m sure the blocky terrain helps with the octree traversal performance. do you think it would still perform well on a more organic scene?

    • @BodhiDon
      @BodhiDon  8 месяцев назад +2

      that's exactly the reason. It will have some impact on ray tracing performance and world generation speed (height/biome is now per chunk instead of per voxel). The terrain generation is a module that i can switch out to at least try some different styles. But haven't gotten to it yet

  • @anthonyortiz7924
    @anthonyortiz7924 Месяц назад

    You’ve done such a great job with this engine. Do you ever plan on releasing the engine as an asset or under licensing?

  • @Barnzy_
    @Barnzy_ 2 месяца назад

    this looks awesome!!!! - id love to learn this stuff, would you know any resources I could find a look at, either way pretty excited with this! keep up the awesome work legend!

    • @Barnzy_
      @Barnzy_ 2 месяца назад

      nvm you explain it! haha! gnarly

  • @DeliDonselaar
    @DeliDonselaar 8 месяцев назад

    🙌🏼

  • @AntonioNoack
    @AntonioNoack 8 месяцев назад +4

    It would be nice if you could make the reflections raytraced. Not having screen-space reflections is one major benefit of being able to use real-time raytracing.

    • @BodhiDon
      @BodhiDon  8 месяцев назад

      The infinite world is made of chunks that each have their own SVO structure in memory instead of a single memory blob.
      They are not aware of each other and rendering happens per chunk front to back with ZTesting.
      So SSR and SSO have to be done via post processing

  • @gsestream
    @gsestream 8 месяцев назад +1

    triangles can be voxels, single light value.

  • @BplusGames
    @BplusGames 28 дней назад

    Impressive performance!! Just working on a voxel world but with limited power - I guess you used some RTX 4090 ? 🤣😅 My attempt are Unity '3D'-Textures >> totally underestimated 😇

  • @vigzihaman5205
    @vigzihaman5205 5 месяцев назад

    can you add framecounter?

  • @Craide938
    @Craide938 8 месяцев назад +3

    Blocks =3

  • @StiffAftermath
    @StiffAftermath 6 месяцев назад +2

    Too bad the assets load so slowly. This engine would not be well suited for a flying game. The pop-in would break immersion so badly.

    • @BodhiDon
      @BodhiDon  6 месяцев назад +2

      There has been some improvement in generation time since this video, but correct. It is a lot of data and (fast) flying is not something that i'm planning to add

  • @thebattlemageXD
    @thebattlemageXD 6 месяцев назад +1

    Ok I have some ideas/criticism that I want to float by you:
    1 ) A more elaborate LOD system;
    I noticed that when you are far enough away the trees just pop out of existence which makes the world feel incomplete (it’s wip I know). If there were more LOD levels to the point where the tree where just represented by like 4 pixels it would be WAY better then there just being nothing.
    2) Water reflections;
    This is just me but a believe that still water should not have ripples in it and the fact that the mirror like reflection should not be hidden because it’s a voxel game. There is already a level of disbelief that is permissible for it not to be hidden (OPINION)
    3 ) Gravity;
    I think the tree entity’s should have physics in way that if the bottom of it is cut the rest falls a way like the non physical voxels. More like a hybrid voxel that detects collision but also falls away if severed.
    I’m very interested in you project, I’m not an investor sadly. But I thought I could help by brain storming some ideas.

  • @Spikeba11
    @Spikeba11 3 месяца назад

    But it is not a voxel if it has a texture...

  • @Batlordi
    @Batlordi 8 месяцев назад

    Betere updates dan Minecraft 😘

  • @J_A_C023
    @J_A_C023 6 месяцев назад

    Ok I give up

  • @JanoschNr1
    @JanoschNr1 3 месяца назад +1

    Only 2 Genders? What about the other 3billion? 🤣✊