I did that by using raycasting and a small texture in the gbuffer that I then added while rendering. basically a low res voxel raycaster using DDA for the rays running on the GPU using a compute shader.
@@nidhu595 yes I probably will at the moment. But right now I'm loading chunks from a server which is actually doing very good for keeping up. On local host the chunks loading in very fast. But you're right probably these chunks from the server need to be optimized. Want it to be faster than Minecraft, lol. Blazing fast
I'm glad that I waited to catch up to make some suggestions. As I understand it, you basically have a 3D chunk structure, meaning they're different to Minecraft's implementation. Also meaning, you have an easier time applying vertical biomes. And it's also the case that you don't actually need different dimensions, except for those like the End which are a completely different plane of existance. But for a "nether/aether" type dimensions, you can just travel to them physically. Of course, portals are useful for fast travel, but regardless. So, my suggestion was: 3D biomes. Something that Minecraft has to hack in with if lower than y height do this. Also, the way you're handling depth, by ramping up the difficulty the lower you go, actually goes better with a tool progression system than what the big M had for years.
Yes, the vertical chunk stacking opens up a whole new possiblity for terrain generation and interconnected biomes and dimensions. I like how portals are just an easier way for fast travel, but giving the player to choose to explore on foot to get to the new lands. Makes the dimensions feel natural to the world. I like that. Also, for any detail suggestions that we implement, l will probably add credit for the people who suggested them. Thank you so much.
Maybe the higher you go, like when you start reaching the space layer, you'll see astroids, have less Gravity, you have to worry about less to no oxygen, maybe temperature if you wanna go all in, then finally you reach the point of 0g and you have to craft equipment to help navigate. Lots of content ideas you'll be able to add. Very good work so far dude! Hope to see more!
Thank you. Yes we all have so many ideas that will probably be implemented as this game continues to grow. I love the thought about space the more higher you go up.
Things I think should be added: Saving server IP's so it's easier to connect to things frequently A controllable character rather than just a ghost The ability to build with other materials Trees (I think it would be cool if you found a tree building algorithm rather than using premade assets) Explosives Creatures Other stuff if you feel like it IDK.
I really like these ideas. I plan on implementing them very soon. Thank you. Also I will try to have this game as customizable as possible. I really appreciate. I'll probably mention people who suggested certain ideas. If you like.
"Hello! I'm impressed with your implementation of infinite world height - it's an amazing feature. This opens up interesting possibilities for vertical dimension placement. For instance, you could create a Nether-like dimension deep underground instead of having it as a separate dimension. This approach would integrate different realms seamlessly within the same vertical space, similar to how you implemented the Sky Islands."
Thank you I'm glad you are enjoying. Yes I have been plans for the dimensions making them natural, and other content. Especially what you said about the new opportunity for layered places deep under ground. I like your idea. 😁
@@PhilipModDev Personally, for a variety of reasons, I think it's better to implement actual dimensions as separate spaces instead of grouping them inside the same area, but to each their own. (Reasons I was able to come up with: 1. The potential for neat interactions with how a dimension translates to other dimensions, like the 8x nether squish in minecraft. 2. The fact that having dimensions be separate spaces is less hacky and more expandable than faking it by putting them in the same one: Imagine, with a same-space dimension system, updating a world from an older version or installing a mod that adds a new dimension. If you had loaded in anything or built anything in the zone that the dimension would be set to occupy, then the game would either have to overwrite the player's build or somehow not generate the dimension in those areas, both of which would be undesirable. 3. The fact that dimensions being in separate spaces gives you more freedom with how they work; you wouldn't be able to do anything fun like that minecraft pocket dimension mod or that minecraft april fools update with all the neat dimensions if dimensions had to be confined to the same physical space.) The idea to vary how generation in the same world works depending on altitude is a very good idea though, and I think that could result in some fun things. For instance, imagine having far lands-like crazy areas when you manage to reach really far up or down. Whatever you try to do, good luck.
the clone is improved day by day, you are great. Alongside the clone, could you be thinking of making a tutorial about Minecraft modding or, at least, an explanation about how mods work like what behind schedule is?
In the future I probably will. As I plan on expanding the team. I will have more time to make some tutorials. Minecraft modding is very awesome, and a gateway to game development.
I really like the concept ! But Idk if this is planned but maybe later and I said maybe, you should add some vine going toward the ground at the down side of the floating island that would look great. Also (I'm never stopping x)) maybe you should smooth up a little bit the movement at the moment they feel like they are a little bit to rough. I'm loving to see this series from time to time so... Continue like that ^^
Yes, exactly, the islands need little bit more fancy features added to them. Vines and shaped rocks would be cool. Giving character to the formation. I like that idea, thank you. Yes, I plan on continuing this series. Making it into a new game that all can play.
could be cool if you added some sort of redstone (but creatively different) system that makes it possible for people to make flying machines to reach sky islands or anything else you might want to generate up there more easily
Oh yes that would be awesome. I do plan on adding some type of machinery into the game. Similar with Redstone but something way better that enable you to create much more machines.
0:38 - technically, Minecraft chunks are 16x16x16 they just have an overall y-height of 320 by default. You can change that by changing some world config but there is still a limit you can't just remove it.
this looks sick but the main menu needs a little bit more work on, here's some ideas: i think it would be cool if the background was a 2d noise background that slowly moves to the left/right. (also you should make it bigger and add stone to it) the buttons look okay but when you hover over it, the size of the button changes and it looks kind of weird. the font is fine but its not really original, you probably didn't have time to find a good font so i understand when you used this font. ok thats all my ideas but those are just suggestions so you dont have to add it! its your game not mine so do whatever you want with this comment. to be honest i cant wait to play this game!
Yes, thank you for the information about the UI. I will take heed and apply those changes. They were programmed at the last minute before I uploaded the video. So probably needs a rework, and I'm glad you pointed out.
Not sure if you have chunk lods but if you do the generation for further locations will load faster and the game will run smoother, additionally backface culling on most things will help run faster and nanite with unreal engine only loads the triangles on screen further making the game faster with all these modifications you should be able to see very very far with little to no issues minecraft generation is made within the limits of what looks nice within visible distance but you could make a much grander more realistic generation using these to help implement them
Yes exactly, LOD is something I been looking at lately. Hopefully it will increase the mesh generation time significantly. I do have a small LOD system that limits the amount of vertices and indices sent down the render pipeline. The calculation is done by using the Manhattan distance for every chunk from the player's perspective. It work well to lower memory usage, but I can probably do better. Thank you for the advice. Definitely will do.
@@PhilipModDev that's cool. if you'd ever like to, I do music and I'm half decent at art when I try to be as well. I realize your likely not that far along in the process to want help but Id love to learn from, help support, and maybe join along with your projects. I added you on linked in. I'm not great at programming unfortunately but I am trying to learn on my own and it's daunting sometimes
How would you plan on handling lighting when it comes to floating islands? It seems like once you update the lighting for a large floating structure, It'll create unsightly shadows on the world below as the light propagates downwards.
Good question. I thought about some ways of doing it. Since voxel lighting is calculated by a height of generation, the island will have there own height. Hence, different transitions of light on different maps. Could also result in unique skys. So far I got single color light propagation done, working on the current issue.
theres people already talking about space dimention, so i'll beyond. if you did up why not make dimensions under the world, like abyss layers, the second cave layer (you already have first cave layer) could be a bit colder version of the first layer with ice but with little biodiversity and the problems start with a little curse layer down called slowness the third cave layer is a boreal forest underground and still cold biome, but is a little hotter, the loot is good, and full of life made for that ambient, having light stones as natural light source, the second curse layerdown is hunger what can be cured temporally eating the powder of light stone. the fourth layer is now a jungle just very similar the layer above, the two are connected naturally, and the curse layerdown here is to half your Hp. the fith layer is lava(lava on real life is wax viscosity) filled place, with a crazy ambient and only monsters exist here very confusing to say, but have Da loot, and the curse layerdown is Hunger I and Eyes allucinations(will see eyes flickering on the screen) the sixith layer is The Nether 1.16 with completly diferent biomes and more magma(magma is honey viscosity) pouring place, the curse layerdown mining fadige and blurred I (your vision is blurred permanently layer down you need glasses) and the last layer is The void, floating lands what have the best loot of the game and the last curse is hardcore (you have ONE life on this layer, even on creative mode) and Void curse (a fog what don't let see better, even with blurred I is worse)
Wow, that's is actually something very unique. I love to add these ideas into the game. Literally giving it a much better vibe than Minecraft and being the ultimate cave game. The level system of curses is very fascinating, and is almost like the cave's minerals or curse is admitting these curse or toxicity. I love it! Very well written on this, I will definitely keep you in mind and perhaps give you a shout-out in the contributions credits if this game, if you would like. I plan on making a discord server very soon. So many can drop their ideas down. Again, great job.
As for straight direction for building a voxel game fast. I prefer Java since that LibGDX supports it, and has a good background of helpful libraries that you can use. Like Netty. Now I don't know to much about the libraries of C++ as I haven't played to much, but I do know is that C++ offers great performance than. Java. Really it comes down to your programming skills.
The timer still applies. Which could also be triggered after one minute of uninterrupted air time. Although, it's an opportunity to make the world more persistent. Stop rendering them and only simulate their trajectory so that if you go down to it, you'll find it laying there. Although I think it might be too much wishful thinking
We now have infinite build height in the game. Everyone can build whatever they want. Next video we'll talk about lighting and optimization.
Enjoy. 😁
I did that by using raycasting and a small texture in the gbuffer that I then added while rendering. basically a low res voxel raycaster using DDA for the rays running on the GPU using a compute shader.
in the optimisations will you make the terrain gen faster? it's a little slow...
@@nidhu595 yes I probably will at the moment. But right now I'm loading chunks from a server which is actually doing very good for keeping up. On local host the chunks loading in very fast. But you're right probably these chunks from the server need to be optimized. Want it to be faster than Minecraft, lol. Blazing fast
Terraria where if you go high enough, you enter low gravity into space.
Oh cool, actually did not know that. That is pretty cool.
@@PhilipModDev It's recent.
@@DxBlack is it??? Because I remember years ago that space had that effect in Terraria
@@DxBlack No it's not.... it's existed since 1.1 at least
@@DxBlack Recent as in within the last decade?
I can't wait for at some point down the line when this becomes a proper alpha release for people to try playtesting and push it to the limits
For real, break the game and tell the developer to fix. Lol, yup that's for sure. Can't wait too. 😁
I'm glad that I waited to catch up to make some suggestions. As I understand it, you basically have a 3D chunk structure, meaning they're different to Minecraft's implementation. Also meaning, you have an easier time applying vertical biomes. And it's also the case that you don't actually need different dimensions, except for those like the End which are a completely different plane of existance. But for a "nether/aether" type dimensions, you can just travel to them physically. Of course, portals are useful for fast travel, but regardless.
So, my suggestion was: 3D biomes. Something that Minecraft has to hack in with if lower than y height do this.
Also, the way you're handling depth, by ramping up the difficulty the lower you go, actually goes better with a tool progression system than what the big M had for years.
I forgot. Maybe take inspiration from One Piece's sky islands which would make a bit more sense than floating rock.
Yes, the vertical chunk stacking opens up a whole new possiblity for terrain generation and interconnected biomes and dimensions. I like how portals are just an easier way for fast travel, but giving the player to choose to explore on foot to get to the new lands. Makes the dimensions feel natural to the world. I like that.
Also, for any detail suggestions that we implement, l will probably add credit for the people who suggested them. Thank you so much.
Maybe the higher you go, like when you start reaching the space layer, you'll see astroids, have less Gravity, you have to worry about less to no oxygen, maybe temperature if you wanna go all in, then finally you reach the point of 0g and you have to craft equipment to help navigate. Lots of content ideas you'll be able to add.
Very good work so far dude! Hope to see more!
Thank you. Yes we all have so many ideas that will probably be implemented as this game continues to grow. I love the thought about space the more higher you go up.
If everything's implemented, maybe the game will be done by next century lol.
I’m absolutely loving this series.
Thank you man. 😁
Things I think should be added:
Saving server IP's so it's easier to connect to things frequently
A controllable character rather than just a ghost
The ability to build with other materials
Trees (I think it would be cool if you found a tree building algorithm rather than using premade assets)
Explosives
Creatures
Other stuff if you feel like it IDK.
I really like these ideas. I plan on implementing them very soon. Thank you. Also I will try to have this game as customizable as possible. I really appreciate. I'll probably mention people who suggested certain ideas. If you like.
Loving these Dev logs, maybe you could try adding biomes next
You should put all the minecraft clone videos in a dedicated playlist so it's easier for people to follow the series!
I will do that will quick
"Hello! I'm impressed with your implementation of infinite world height - it's an amazing feature. This opens up interesting possibilities for vertical dimension placement. For instance, you could create a Nether-like dimension deep underground instead of having it as a separate dimension. This approach would integrate different realms seamlessly within the same vertical space, similar to how you implemented the Sky Islands."
Thank you I'm glad you are enjoying. Yes I have been plans for the dimensions making them natural, and other content. Especially what you said about the new opportunity for layered places deep under ground. I like your idea. 😁
@@PhilipModDev Personally, for a variety of reasons, I think it's better to implement actual dimensions as separate spaces instead of grouping them inside the same area, but to each their own.
(Reasons I was able to come up with:
1. The potential for neat interactions with how a dimension translates to other dimensions, like the 8x nether squish in minecraft.
2. The fact that having dimensions be separate spaces is less hacky and more expandable than faking it by putting them in the same one: Imagine, with a same-space dimension system, updating a world from an older version or installing a mod that adds a new dimension. If you had loaded in anything or built anything in the zone that the dimension would be set to occupy, then the game would either have to overwrite the player's build or somehow not generate the dimension in those areas, both of which would be undesirable.
3. The fact that dimensions being in separate spaces gives you more freedom with how they work; you wouldn't be able to do anything fun like that minecraft pocket dimension mod or that minecraft april fools update with all the neat dimensions if dimensions had to be confined to the same physical space.)
The idea to vary how generation in the same world works depending on altitude is a very good idea though, and I think that could result in some fun things. For instance, imagine having far lands-like crazy areas when you manage to reach really far up or down.
Whatever you try to do, good luck.
Why is this in quotes?
@@centarian2559 coz it was written with chatgpt
@@centarian2559 cuz ChatGPT wrote it
Gotta love the jdh-style music and thumbnail style! good luck on your project man
Thanks man, I hope to bring this game to the public soon.
ok i would love to play this!
Thank you, I have lots of plans for this game. Early alpha release soon. I'm glad you're enjoying this. 😁
What a great content and project! Love it!
the clone is improved day by day, you are great. Alongside the clone, could you be thinking of making a tutorial about Minecraft modding or, at least, an explanation about how mods work like what behind schedule is?
In the future I probably will. As I plan on expanding the team. I will have more time to make some tutorials. Minecraft modding is very awesome, and a gateway to game development.
I love the gloomy aesthetic, hope it carries on to the final build!
Thank you, I'm glad you're enjoying. I hope so too.
I really like the concept ! But Idk if this is planned but maybe later and I said maybe, you should add some vine going toward the ground at the down side of the floating island that would look great.
Also (I'm never stopping x)) maybe you should smooth up a little bit the movement at the moment they feel like they are a little bit to rough.
I'm loving to see this series from time to time so... Continue like that ^^
Yes, exactly, the islands need little bit more fancy features added to them. Vines and shaped rocks would be cool. Giving character to the formation. I like that idea, thank you.
Yes, I plan on continuing this series. Making it into a new game that all can play.
@@PhilipModDev Niiiice so happy to hear that ^^
0:38 it is 16x384x16, it goes from -64 to 320
that's so great ! I love this :)
could be cool if you added some sort of redstone (but creatively different) system that makes it possible for people to make flying machines to reach sky islands or anything else you might want to generate up there more easily
Oh yes that would be awesome. I do plan on adding some type of machinery into the game. Similar with Redstone but something way better that enable you to create much more machines.
Awesome stuff! definitely subscribes!
btw there is a typo on your website on the homepage just letting you know
Ok, I'll fix that. Thank you.
1000th subscriber here😎 (I hope I am not mistaken)
Yoo, thank you so much. This is awesome. 😎
0:38 - technically, Minecraft chunks are 16x16x16 they just have an overall y-height of 320 by default. You can change that by changing some world config but there is still a limit you can't just remove it.
jdh but he actually posts
This is awesome
this looks sick but the main menu needs a little bit more work on, here's some ideas:
i think it would be cool if the background was a 2d noise background that slowly moves to the left/right. (also you should make it bigger and add stone to it)
the buttons look okay but when you hover over it, the size of the button changes and it looks kind of weird.
the font is fine but its not really original, you probably didn't have time to find a good font so i understand when you used this font.
ok thats all my ideas but those are just suggestions so you dont have to add it! its your game not mine so do whatever you want with this comment. to be honest i cant wait to play this game!
Yes, thank you for the information about the UI. I will take heed and apply those changes. They were programmed at the last minute before I uploaded the video. So probably needs a rework, and I'm glad you pointed out.
Not sure if you have chunk lods but if you do the generation for further locations will load faster and the game will run smoother, additionally backface culling on most things will help run faster and nanite with unreal engine only loads the triangles on screen further making the game faster with all these modifications you should be able to see very very far with little to no issues minecraft generation is made within the limits of what looks nice within visible distance but you could make a much grander more realistic generation using these to help implement them
Yes exactly, LOD is something I been looking at lately. Hopefully it will increase the mesh generation time significantly. I do have a small LOD system that limits the amount of vertices and indices sent down the render pipeline. The calculation is done by using the Manhattan distance for every chunk from the player's perspective. It work well to lower memory usage, but I can probably do better. Thank you for the advice. Definitely will do.
@@PhilipModDev that's cool. if you'd ever like to, I do music and I'm half decent at art when I try to be as well. I realize your likely not that far along in the process to want help but Id love to learn from, help support, and maybe join along with your projects. I added you on linked in. I'm not great at programming unfortunately but I am trying to learn on my own and it's daunting sometimes
❤️
Actually, Minecraft also has cubic chunks (16x16x16), but forbidden reason you can’t stack them infinitely
How would you plan on handling lighting when it comes to floating islands? It seems like once you update the lighting for a large floating structure, It'll create unsightly shadows on the world below as the light propagates downwards.
Good question. I thought about some ways of doing it. Since voxel lighting is calculated by a height of generation, the island will have there own height. Hence, different transitions of light on different maps. Could also result in unique skys. So far I got single color light propagation done, working on the current issue.
This is amazing. Also do you use vim? I'm trying to get used to it but man it's so difficult
no, I don't use vim even though it's really good. Instead I use Scene2d UI for LibGDX.
@PhilipModDev I see! The feel of that is exactly similar to vim. I'll try that for some of my java projects.
Also, since there is no build limit..
What if you added Space to your Minecraft Clone?
That's a very good idea. And would be awesome. Imagine that you have to force machinery to build rockets.
:)
I recently discovered your series, and have been watching it ever since.
Keep it up man :D
BIOMES MOBS AND MODABILITY
theres people already talking about space dimention, so i'll beyond. if you did up why not make dimensions under the world, like abyss layers,
the second cave layer (you already have first cave layer) could be a bit colder version of the first layer with ice but with little biodiversity and the problems start with a little curse layer down called slowness
the third cave layer is a boreal forest underground and still cold biome, but is a little hotter, the loot is good, and full of life made for that ambient, having light stones as natural light source, the second curse layerdown is hunger what can be cured temporally eating the powder of light stone.
the fourth layer is now a jungle just very similar the layer above, the two are connected naturally, and the curse layerdown here is to half your Hp.
the fith layer is lava(lava on real life is wax viscosity) filled place, with a crazy ambient and only monsters exist here very confusing to say, but have Da loot, and the curse layerdown is Hunger I and Eyes allucinations(will see eyes flickering on the screen)
the sixith layer is The Nether 1.16 with completly diferent biomes and more magma(magma is honey viscosity) pouring place, the curse layerdown mining fadige and blurred I (your vision is blurred permanently layer down you need glasses)
and the last layer is The void, floating lands what have the best loot of the game and the last curse is hardcore (you have ONE life on this layer, even on creative mode) and Void curse (a fog what don't let see better, even with blurred I is worse)
also im now your subscriber, if i daydreamed to much, so add this on other time
Wow, that's is actually something very unique. I love to add these ideas into the game. Literally giving it a much better vibe than Minecraft and being the ultimate cave game. The level system of curses is very fascinating, and is almost like the cave's minerals or curse is admitting these curse or toxicity. I love it! Very well written on this, I will definitely keep you in mind and perhaps give you a shout-out in the contributions credits if this game, if you would like. I plan on making a discord server very soon. So many can drop their ideas down. Again, great job.
@@PhilipModDev wait you are going to do a discord server!
@droonelly-jumos I plan on starting on either this week or next week depending on schedule.
okay sir!
Hello, would you recommend for me to do a Voxel engine in C++ or still in Java? like what is your experience with it?
As for straight direction for building a voxel game fast. I prefer Java since that LibGDX supports it, and has a good background of helpful libraries that you can use. Like Netty. Now I don't know to much about the libraries of C++ as I haven't played to much, but I do know is that C++ offers great performance than. Java. Really it comes down to your programming skills.
But i like the noodly cavey like islands
do you have source code download to the public?
Not yet, but I will. Once the game hits early alpha version I plan on publishing it. Right now we're making progress towards that goal.
ushort = 65,000 for indexing || short = -32000 32000
something I just discovered xdd
Very cool. You can use like half for negative values, or whole for positive values. Numbers are awesome. 😎
You have some problems with infinite height gen
The items that you thrown down will not be deleted
The timer still applies. Which could also be triggered after one minute of uninterrupted air time. Although, it's an opportunity to make the world more persistent. Stop rendering them and only simulate their trajectory so that if you go down to it, you'll find it laying there. Although I think it might be too much wishful thinking