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

elbowgreasegames.substack.com

51–60 of 83 posts

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

#51

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…

Yeah, I'm working on an indie game project and just got frustrated with Unity, I'm porting everything over to Godot. I even learned about using Kotlin with Godot today [0] and I am really hopeful this is stable (it seems so), because I favor a more functional style of programming and C# ends up making everything 5 times more verbose than Kotlin. [0] https://godot-kotl.in/en/stable/

> I favor a more functional style of programming and C# ends up making everything 5 times more verbose than Kotlin.

As if you can't program C# functional style.

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

#52

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?

If the flow is just typing prompt after prompt into AI, I guess just ignore that it's running and keep typing? Or open a new tab and keep typing. Why does Claude even break the typewriter flow thing that's going for you?

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

#53
It always mildly annoys me when a game says that it is all voxels, but clearly isn't, since the little cubes easily move off the voxel grid. Its just geometry moving around, like normal games, but modelled in little cubes, instead of being fully restricted to voxels. I would really like to see a fully voxel game, where all geometry is "rendered" to voxel space before being rendered to the screen, so that everything is just cubes that don't move, just change colour

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

#55
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...

That review is a year old. Just maybe it’s improved since then?

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

#56
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...

[deleted]

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

#57

It always mildly annoys me when a game says that it is all voxels, but clearly isn't, since the little cubes easily move off the voxel grid. Its just geometry moving around, like normal games, but modelled in little cubes, instead of being fully restricted to voxels. I would really like to see a fully voxel game, where all geometry is "rendered" to voxel space before being rendered to the screen, so that everything i…

John Lin used to work on such an engine where all voxels stay axis and grid aligned, even in animations:

https://x.com/ProgrammerLin/status/1342786223811698688 https://voxely.net/blog/

But I think the project was abandoned in 2021.

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

#58
About the Lobster language used: The first thing I do when encountering a new language is look at the memory management, since what I want to do with a piece of code is usually build and manipulate data in a safe and efficient manner, so this is central. I am happy to see Lobster seems to be trying to take a new(ish) and pragmatical approach to memory management and that there is a whole document describing it in detail (https://aardappel.github.io/lobster/memory_management.html) which means the language creator agrees that this is important. Also happy to see the language seems to support fast memory management in a multi threaded environment, which is absolutely not self evident in many languages.

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

#59

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.

Indeed! Thanks for also linking my discussion with Wouter His early work on Cube engine and Amiga-E are still awesome to look at.

I remember learning about Bla, a functional programming language for Amiga wrote for his master's thesis.

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

#60

It always mildly annoys me when a game says that it is all voxels, but clearly isn't, since the little cubes easily move off the voxel grid. Its just geometry moving around, like normal games, but modelled in little cubes, instead of being fully restricted to voxels. I would really like to see a fully voxel game, where all geometry is "rendered" to voxel space before being rendered to the screen, so that everything i…

Are you suggesting the voxel grid is attached to the camera, or that the camera moves through the grid?
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