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Voxile: A ray-traced game made in its own engine and programming language

elbowgreasegames.substack.com

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Re: Voxile: A ray-traced game made in its own engine and programming language

#2
The founder, Wouter, has created or helped design 10 programming languages. Voxile is built in his newest language: Lobster. Wouter has been a major contributor to WASM and LLVM while also inventing flatbuffers. He’s worked at Crytek, Gearbox and Google among many other places. I’ve never seen anything like Voxile.

Re: Voxile: A ray-traced game made in its own engine and programming language

#3
Very cool - the post made me want to play the game, and check out lobster, but didn't link to it - lobster is open source: https://github.com/aardappel/lobster. It doesn't look like the voxel engine is, though, which is a bummer. On reflection, I'm guessing that game is built for mods, so that would be a path to getting to play with the engine side.

Re: Voxile: A ray-traced game made in its own engine and programming language

#6
post #3

Very cool - the post made me want to play the game, and check out lobster, but didn't link to it - lobster is open source: https://github.com/aardappel/lobster . It doesn't look like the voxel engine is, though, which is a bummer. On reflection, I'm guessing that game is built for mods, so that would be a path to getting to play with the engine side.

Yes, only the lower layers are open source right now. We will eventually expose more, when modding will more stable, etc.

Right now the editor has a UI driven minimalistic language for specifying quests and other gameplay actions.

Re: Voxile: A ray-traced game made in its own engine and programming language

#8

Now this is the kind of thing I expect people to bring to show and tell when they post about how they are 100x as productive thanks to AI.

Haha.. yeah entirely coded without AI so far, lets see how long we keep that up :P

Re: Voxile: A ray-traced game made in its own engine and programming language

#9
post #3

Very cool - the post made me want to play the game, and check out lobster, but didn't link to it - lobster is open source: https://github.com/aardappel/lobster . It doesn't look like the voxel engine is, though, which is a bummer. On reflection, I'm guessing that game is built for mods, so that would be a path to getting to play with the engine side.

Yes, only the lower layers are open source right now. We will eventually expose more, when modding will more stable, etc. Right now the editor has a UI driven minimalistic language for specifying quests and other gameplay actions.

Any ideas how to increase the render distance way further?

Because that's where I always get stuck. There are so many cool algorithms and ideas that I have like combining ray tracing with meshing and even like imposters for the distant chunks.

But this is getting very complicated with contrees and raytracing/marching etc.

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