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

elbowgreasegames.substack.com

21–30 of 83 posts

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

#21

I'm a long time Unity developer that in the past year picked up Godot. The speed at which Godot loads compared to Unity is staggering, it's just so much faster. When I returned to Unity I raised that my flow state was constantly being broken in a way that it wasn't when using Godot. Entering flow is one of the beautiful things I love about programming. And being knocked out of it often feels like a physical jolt. Lob…

Thanks for mentioning Lobster. This guy seems to have learned many lessons of language simplification and design. Looks like a promising language and I wish it success.

Ref: https://aardappel.github.io/lobster/language_reference.html

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

#22

I'm a long time Unity developer that in the past year picked up Godot. The speed at which Godot loads compared to Unity is staggering, it's just so much faster. When I returned to Unity I raised that my flow state was constantly being broken in a way that it wasn't when using Godot. Entering flow is one of the beautiful things I love about programming. And being knocked out of it often feels like a physical jolt. Lob…

I get taken out of flow every time I submit my prompt to Claude. How’d you work around that?

Are we just assuming nobody is programming commando anymore?

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

#24
Kind of looks like like Minecraft if it was built out of Voxatron. (millions of Little destructible cubes) seems like a very very difficult thing to do at that scale. On top of that making a engine and a language. This guy must have interesting things to say.

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

#25

I'm a long time Unity developer that in the past year picked up Godot. The speed at which Godot loads compared to Unity is staggering, it's just so much faster. When I returned to Unity I raised that my flow state was constantly being broken in a way that it wasn't when using Godot. Entering flow is one of the beautiful things I love about programming. And being knocked out of it often feels like a physical jolt. Lob…

I get taken out of flow every time I submit my prompt to Claude. How’d you work around that?

You can try not using Claude

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

#26

I'm a long time Unity developer that in the past year picked up Godot. The speed at which Godot loads compared to Unity is staggering, it's just so much faster. When I returned to Unity I raised that my flow state was constantly being broken in a way that it wasn't when using Godot. Entering flow is one of the beautiful things I love about programming. And being knocked out of it often feels like a physical jolt. Lob…

So true.

Recent changes to Xcode have meant that on device debugging now launches WAY slower for me every time.

Once it’s going it’s fine. But an extra 20 seconds every time you start the app just kills things for me. It was never instant but now it’s trash.

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

#27
post #16

The game currently has a Mixed (65%) rating on Steam. Granted, some negative reviews are shallow, but some mention important issues. Regardless, a Minecraft clone is not exactly groundbreaking in terms of gameplay. This is to say that technical merits are rarely good indicators of a good game. As a gamer, I don't really care about the game engine, and even less about the language it's written in. Good programmers oft…

Steam review marked as most helpful states:

> I played this game for 3 hours and i can confirm it is not in a playable state, there were several bugs within the first few maps that deleted needed items causing us to reset the entire world. several times. Don't waste your time...

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

#28
post #16

The game currently has a Mixed (65%) rating on Steam. Granted, some negative reviews are shallow, but some mention important issues. Regardless, a Minecraft clone is not exactly groundbreaking in terms of gameplay. This is to say that technical merits are rarely good indicators of a good game. As a gamer, I don't really care about the game engine, and even less about the language it's written in. Good programmers oft…

It's not intended to be a Minecraft clone.. if you look a bit closer than the initial visual impression, you'll see there are many differences in gameplay.

As for the rating, yes we had a rough initial launch, but we're fixing all these things. Note that it is 65% out of only 63 user reviews, so statistically not set in stone yet.

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

#29

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

If you use Google in any capacity, you already have.

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

#30
One issue with Voxel-based physics destruction games is that the physics happens in continuous space (as opposed to voxel space). This means that the moment you break off a chunk of geometry, it has to be converted into a mesh and simulated like any other mesh-based model will. This makes voxels seem like more complicated Voronoi-noise based fractures. If you want the modelling workflow or the looks of voxels, it's fine. But assuming that voxels will somehow help with the destruction physics seems not to be a valid assumption.

Ideally, we would be able to do physics in voxel space itself (sort of like a cellular automata based classical mechanics), but that doesn't seem to be possible.

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