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My Isometric Voxel Engine: One Year Later

voxelquest.com

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Re: My Isometric Voxel Engine: One Year Later

#34
post #33

Glad to see this on the top of HN! I saw you launch the Kickstarter campaign on Twitter the other day and was instantly blown away by the detail in the engine. Looking forward to watching this progress.

Thanks! I'm hoping it will get better with time, still trying to address many (valid) complaints with the engine. :)

Re: My Isometric Voxel Engine: One Year Later

#35

This progress is looking fantastic. I remember when you posted about it here last year. The dedication put towards this project is admirable. It's good to see that the engine is near completion and that (hopefully) we'll be seeing some custom characters running around the screen soon. Are you building it in such a way that this will make networked multiplayer feasible in the future? If not, what reasons do you have f…

Thanks! Networking is available, but not yet used for multiplayer. I'm not implementing it myself, but if modders want to that is fine. I've got way too many issues to address - as much as I would have like it in there, I had to prune my feature list and taking out networking made everything much easier to implement. Yeah I myself can't waste much time on games, obviously. I only pick up ones that I feel are good "re…

If anything, your procedural approach should make it easier, shouldn't it? Instead of transmitting level files you can only transmit some seed data, after that only transmit the updates. This should also make it possible for all players to change the map itself through interactions, like in Minecraft. I'm imagining something like the concept of No man's sky, applied to a low budget / community project, where every player starts on his own island and through exploring the world and surviving in the environment, they can slowly get enough gear to explore the world overseas.

Btw. what's with the Swiss mug? I'm Swiss, so that made me curious :).

Re: My Isometric Voxel Engine: One Year Later

#36

Looks like a dream project - so happy you can do it full-time! > VQUI can be hotloaded What else can be hotloaded? Do you use entity-component-system type of architecture? Any scriptable parts?

To be able to do this fulltime is really a blessing (or a curse maybe, because it is extremely hard work). Was not easy getting there - I was turned down by every single investor I ever approached (many), and threw a hail marry pass on reddit of all places, met a gamer/dev there who gave me a small amount of seed funding to get started (the rest is based on savings/severance from my old job). Now investors are knocking on my door, rather than the other way around, which is cool (and I really do appreciate everyone who has approached me, I don't take it for granted).

Great question about hotloading - everything is data-driven, no realtime scripting yet, unless you count the GLSL as scripting, which can be hotloaded. And really, the GLSL is a huge part of the scripting process - it is simply awesome to use for scripting, especially so in the context of voxels. It has blazing fast compile time (I hit refresh, refresh over 40 shaders faster than I can notice a delay) - and shaders obviously compile to be very fast. I have intentionally avoided other scripting - for the same reason Unreal went to a pure C++ engine.

Re: My Isometric Voxel Engine: One Year Later

#38

What makes voxels better or worse than polygons for this kind of game and art style?

With polygons, you must explicitly pass in every vertex and corresponding data (unless you use a geometry shader). This gets huge fast - with just usually around 12 32 bit floats per vertex (position, normal, material and tex coords). That is 48 bytes per vertex. Not only that, but each vertex must be processed (transformed) and the resulting polygon clipped, which is usually a more or less order-dependent operation…

Any books / resources I can read ?

Re: My Isometric Voxel Engine: One Year Later

#39
post #7

Are you going to be releasing the engine and a game? Or just one? I may have missed that. But it looks truly amazing.

Both - initially the engine source will be put out to help boost the community and mods around the game - a game is being built so that relevant features are added to the engine. Kind of dogfooding my own engine I guess. :)

Which language did you use to make it?
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