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?
Voxile: A ray-traced game made in its own engine and programming language
41–50 of 83 posts
Re: Voxile: A ray-traced game made in its own engine and programming language
#42One 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 f…
This isn’t actually true if you use GPU raytracing, as everyone involved with voxel destruction seems to realize at one point or another. Meshing in a performant way after every destruction event is simply not possible.
Re: Voxile: A ray-traced game made in its own engine and programming language
#43Re: Voxile: A ray-traced game made in its own engine and programming language
#44Re: Voxile: A ray-traced game made in its own engine and programming language
#45Re: Voxile: A ray-traced game made in its own engine and programming language
#46Earlier quoted context omitted.
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.
What is the voxel resolution Voxile works at? Also, does it have a single world grid? (I saw you say octree somewhere) or many separate elements?
Yes there is a single world grid, so all world objects are axis aligned and same size.
On top of that it can have floating "sprites" which are used for monsters, particles and such.
Re: Voxile: A ray-traced game made in its own engine and programming language
#47Earlier quoted context omitted.
With raytracing having a far render distance is actually fairly cheap and simple compared to polygonal worlds (good looking LOD is hard). Some reasons why we don't have a super far render distance, in order of importance: The biggest is GPU memory. The octree that holds the world gets gigantic at large sizes. We'd have to swap parts out as the camera moves. We can do that but haven't gotten there. Noise: raytracing l…
Is there any way to have something like a distance blur? e.g. as rays travel further you reduce the number, subsample then apply a gaussian(or algo of choice) blur across those that return, increasing in intensity as the rays angle gets coarser? It'd be really neat to have some way of enabling really long-distance raytraced voxels so you can make planet-scale worlds look good, but as far as I'm aware noone's really n…
We have a "depth of field" implementation for when you're in dialog with an NPC. There it looks nice, because you're focused on one thing. But when looking around its not that great.
Ideally you want it close to native res in the distance, but without any wobble produced by noise as you move. This is really hard.
Re: Voxile: A ray-traced game made in its own engine and programming language
#48Does anyone know if this uses Microvoxels or an Octree? As someone who has built an Octree engine I am curious. I will say it is gorgeous!
Re: Voxile: A ray-traced game made in its own engine and programming language
#49Congrats on your release, Aardappel! Bought a copy to support the dream!
Re: Voxile: A ray-traced game made in its own engine and programming language
#50One 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 f…
This isn’t actually true if you use GPU raytracing, as everyone involved with voxel destruction seems to realize at one point or another. Meshing in a performant way after every destruction event is simply not possible.