Devlog 0 -- Bonsai Voxel Engine

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  • Опубликовано: 18 мар 2024
  • github.com/scallyw4g/bonsai
    discord.com/invite/kmRpgXBh75
    #voxel #voxelart #gameengine #engine #voxelengine #voxels #magicavoxel #bonsaivoxel

Комментарии • 33

  • @7Dev.
    @7Dev. 2 месяца назад +16

    I like how the noise is global, different structures connect in a pretty way

    • @scallyw4g
      @scallyw4g  2 месяца назад +5

      Good eye. That property turns out to be particularly useful.

  • @Finding_Fortune
    @Finding_Fortune 2 месяца назад +7

    The engine is looking great!

  • @dottedboxguy
    @dottedboxguy 2 месяца назад +1

    that seems pretty damn cool ! can't wait to see where it goes

  • @lopsidedpolygon
    @lopsidedpolygon 2 месяца назад +16

    This is the... sixth? eighth? novel voxel engine devlog channel youtube has pushed on me in the last 30 days 😂
    Keep up the amazing work! subscribed and notified! 💜🤍💜🤍💜🤍

    • @scallyw4g
      @scallyw4g  2 месяца назад +5

      Thanks! Yeah there are a fair few people doing cool stuff with voxels these days. I'm excited for the day we finally get something like VoxelQuest for realz :D

  • @SandyMHughes
    @SandyMHughes 2 месяца назад

    It's looking great so far!

  • @AllenMikhailov
    @AllenMikhailov 2 месяца назад +1

    This is so coool :)

  • @-aaa-aaa
    @-aaa-aaa 2 месяца назад +1

    YES! Good stuff!

  • @TheMechanicalCoder32
    @TheMechanicalCoder32 2 месяца назад

    Which features are you most excited / most ambitious in implementing for your engine in the far future?

    • @scallyw4g
      @scallyw4g  2 месяца назад +1

      Far future? Good question. I kinda take it one day at a time.
      In the near term I'm going to do a render-distance improvement pass and optimize the renderer somewhat.
      In the medium term (< 1year from now) I'm going to do GI, which I'm quite looking forward to.
      Other than that, I guess the thing I'm looking forward to the most is making a game with it :D

  • @the_speedy_dog6808
    @the_speedy_dog6808 2 месяца назад +1

    wow!

  • @GameDevSkittles
    @GameDevSkittles 2 месяца назад

    Great video! Subscribed.

  • @darkener3210
    @darkener3210 2 месяца назад

    This looks really cool
    Ill be happy to follow this
    (But please fix the mic popping T-T)

    • @scallyw4g
      @scallyw4g  2 месяца назад

      Yeah, the video editor I used introduced a lot of artifacts when I cut the audio up. If I can't find a way to get it to cooperate in the next one I'll have to find a different video editor.

  • @gwentarinokripperinolkjdsf683
    @gwentarinokripperinolkjdsf683 2 месяца назад +2

    3:45 Man I almost did something like this myself, it's a shame that it's so difficult to do this

    • @scallyw4g
      @scallyw4g  2 месяца назад +1

      Yeah, without the metaprogramming language I made it would be a giant pain in the ass.

  • @anzhel3268
    @anzhel3268 2 месяца назад +1

    void* extravaganza

    • @scallyw4g
      @scallyw4g  2 месяца назад

      Hah, yeah. Those functions are callbacks, so it's not a huge problem, but it's also .. not my favorite.

  • @reevesmcmemes1824
    @reevesmcmemes1824 2 месяца назад +1

    I dont expect a tutorial or anything but do you think youll go into technical details with these devlogs? Looks pretty promising!

    • @scallyw4g
      @scallyw4g  2 месяца назад

      Yeah I'll probably do a mix of kinda artsy ones and technical ones, depending on what I'm working on at the time.

  • @Sylfa
    @Sylfa 2 месяца назад

    When it comes to being backwards compatible with your data files you *can't* go wrong looking at how Blender does it.
    Similarly to what you described, it saves a descriptor of what fields goes in which offset.
    Then it just stores the data right from memory to disk, and maps which memory address maps to which file offset. Afterwards, you can just parse the descriptor, deal with any missing data caused by new features, and correct the pointers. Oh, and correct endianness if necessary.
    They "recently" made some breaking changes, but prior to that you could still open a file saved in the first alpha version in the latest version.
    It cares a bit more about being fast at saving though, since you do that a lot more than you load your work. If you want to make loading faster some of the work could be done on save instead.

    • @scallyw4g
      @scallyw4g  2 месяца назад

      Awesome comment, thanks! Yeah I think saving the descriptor alongside the data is pretty much the only way to go. I guess there's probably some nuance there depending on what the application goals are, but AFAIK it's what most serialization libraries do.

  • @energymass7944
    @energymass7944 2 месяца назад +15

    for a second I read it as "Bisexual voxel engine"