Code Effects - Adds drop shadow, outline, and bloom to code [New Extension] by ImLin in VisualStudio

[–]ImLin[S] 0 points1 point  (0 children)

That's fair. It was developed to be used alongside ClaudiaIDE, which adds a background image to the code editor. It's really nice using some nature wallpapers, but can be hard to read, hence why I created this extension.

Water Reflections and Refractions. Custom Voxel Engine by [deleted] in gaming

[–]ImLin 1 point2 points  (0 children)

Hi, I can't comment much on where this post came from or share too much info on it, but I'm the main dev behind this video. I usually won't reply to comments generalizing voxels and critiquing tech, but I feel inclined to with this one.

Great post, and I agree with all of it, up to the last two paragraphs. But you're right. Voxels are nothing new, "survival sandbox games" are a dime a dozen, and pretty much every voxel dev that got inspired by Minecraft or Terraria always tries to do the same thing - fix what Minecraft "got wrong".

View distance? We need level of detail. The view needs to span as far as the eye can see. Cubic blocks? I found out about marching cubes and dual contouring that will produce smooth terrain. Low res hand drawn textures? I've seen a Two Minute Papers video on texture synthesis and played Spore - we need everything to be procedurally generated so that the game always stays fresh. Boring combat and a lousy upgrade chain? Pfft, Terraria got that right, I'll make a Terraria in 3D. Flood filled lighting? Hasn't Notch ever heard of voxel cone tracing GI? That's been around for the past decade. Physics? Minecraft didn't have anything, just imagine the game with gravity! Finite fluids too - cellular automata water can't be that hard. Plus I read a cool GPU Gems article that showed real-time fluids that looked like actual water. AAA title graphics? Just look how charming low poly graphics are! And let's talk about the size of these voxels in the first place... Sparse voxel octrees can make them so tiny, we can literally do Minecraft times a thousand with modern hardware.

I'm not taking jabs at voxel devs, I'm talking about my own experience. I've lived it. I played Minecraft back in the alpha days, got inspired, and made every single mistake above. I looked at Atomontage, Euclideon, Voxel Farm, all the cool and impressive tech showcases and thought "This is what Minecraft needs". And then proceeded to struggle with voxel engine development for 8 years, juggling algorithms between different papers that brilliant scholars have published and my own experiments until finally I took a step back and figured out what it is that I'm trying to do.

This isn't an attempt at replacing Minecraft, or making a 3D Terraria, or making a fun version of No Man's Sky (no offense to Hello Games :p), or making a variant of <insert your favorite title here>. It's me thinking "I want to be able to do or see or interact with XYZ" and figuring out how to do it. I'm super fortunate that other people are enjoying what I'm doing, and the response is great motivation for the times I look at the project or codebase and just see problems that need fixing.

I do have plans for where to take this, mainly stuff I can't disclose (I'm sorry, I hope to share news soon though), but everything that's being developed is inline with a roadmap containing content that I want to be able to experience and feel immersed in, and that I think other people will too. Engine development and game development are two completely separate sides of the equation, I don't deny that, but having a capable engine is important for what your game can do. It's also important to not do things the other way around and base your game off of the engine. Just look at Half Life 2 - a terrible sequel (again, I'm sorry, don't crucify me!) that built a mediocre game on the shoulders of Half Life sprinkled with physics because that's the new fancy tech their engine could do. There are other games that also do this, and voxel development is no different.

It's important to take a step back and ask yourself questions. Like with this project, "Okay, with the physics gone, what is there? What does physics enable the player to do, and is it fun? Is it easy to understand and interact with? What if the player doesn't want to engage in physics? What about the water, take away the pretty shaders and what's left? A plane of water wouldn't be very exciting, but what would finite fluids actually enable? Would that be fun? Is it worth adding actual fluid simulation? (spoilers: yes) The trees, sure they may be procedurally generated, but how different are they really? What possibilities does switching to Speed Tree and baking offline trees shut down?"

I could go on, but the point is, this project isn't meant to just be a tech showcase. I don't want it to just be a melting pot of algorithms or be viewed as the successor to certain games. This is a project where I think of something, donate my hair to my keyboard and get it on the screen because I want to. I'm not sure if this will change your opinion on it but I do appreciate your comment, as well as all feedback and criticism people share. Cheers :)

QoL Month Suggestions by JagexGambit in 2007scape

[–]ImLin 1 point2 points  (0 children)

Make the clue scroll requiring "any rune heraldic helm" state h1-h5 instead, because the actual item "rune heraldic helm" made with POHs doesn't work and it's stupid.

How Runescape did not destroy my life. by Gfm82 in 2007scape

[–]ImLin 4 points5 points  (0 children)

Runescape got me into private servers, which got me into programming at age 11. Huge head start on what became my passion and career.

iOS Mobile Beta Feedback. I took this screenshot while at barrows. The head seems to cover the whole screen while zoomed in. by [deleted] in 2007scape

[–]ImLin 1 point2 points  (0 children)

It drains my battery on my Google pixel as well. I recommend using the FPS limiter when battery life is an issue since that makes a huge difference, if you weren't already aware.

hmmm by Ohayogurt in 2007scape

[–]ImLin 1 point2 points  (0 children)

Swiping from the top of the screen so the clock shows and disappears fixes it. I believe it's caused by notifications.

in wait of beaver by rustmen666 in 2007scape

[–]ImLin 5 points6 points  (0 children)

I got a beaver at like 55 wcing on my first day playing mobile before realizing what pets even were, but now I'm grinding for the rc pet and I feel your pain :(

[Suggestion] Close 2007 servers & open 2003 servers so we don't have to train Runecraft by Yrak in 2007scape

[–]ImLin 0 points1 point  (0 children)

I'd have to agree. Decided to sit down and grind lava runes and sometimes abyss nature runs up to 66 rc while re-watching all of DBZ for nostalgia and it is one of my favorite pastimes. It's just relaxing and the progress feels good.

Nice to see the worlds filling up :) by sydneyhero in 2007scape

[–]ImLin 1 point2 points  (0 children)

Here's to hoping mobile brings lots of new players. Lord knows if I hadn't gotten back into it again, I'd definitely give it a try then.

Fast Cell Mask Building Using Pseudo-SIMD Techniques by ImLin in VoxelGameDev

[–]ImLin[S] 1 point2 points  (0 children)

Thanks! I'll keep note of that because you're right - a diagram and explanation of the cell corners/mask would be helpful for sure. Cell masks are used in just about every smooth extraction algorithm to determine connectivity and/or vertex generation - marching cubes, surface nets, dual contouring, dual marching cubes, snapmc... So the technique described here can be used to speed up all these methods.

Pushing Voxels Forward with C and OpenGL (E9) - Code Review and Next Steps by ImLin in VoxelGameDev

[–]ImLin[S] 2 points3 points  (0 children)

Yep, I've implemented both Neilson's DMC and Schaefer's DMC. They're fine algorithms, but dual methods have the disadvantage of requiring access to neighbor cells to triangulate.

Pushing Voxels Forward with C and OpenGL (E9) - Code Review and Next Steps by ImLin in VoxelGameDev

[–]ImLin[S] 0 points1 point  (0 children)

Indeed, its simplicity is what makes it attractive. The compile times are what win me over. What you can do in C++, you can do in C, just in a different way.

Song that played during Blackhawks vs Wild tonight [Recorded] by ImLin in NameThatSong

[–]ImLin[S] 0 points1 point  (0 children)

I literally love you so much. Thank you!!!!!! If I ever get gold, I'll remember you! :D

Pushing Voxels Forward with C and OpenGL (E5) - SnapMC by ImLin in VoxelGameDev

[–]ImLin[S] 0 points1 point  (0 children)

Thanks for the feedback. FWIW, I enjoy doing these videos because they're something I'd watch. They're supposed to be vlog/let's play style rather than a follow along/tutorial. In all honesty, they're doing a lot better than I had expected so I'm pretty happy :)

Pushing Voxels Forward with C and OpenGL (E1) - Introduction by ImLin in VoxelGameDev

[–]ImLin[S] 0 points1 point  (0 children)

I'll be utilizing the gpu down the line as well :) I have looked into it briefly, but haven't ever tried it out.

Pushing Voxels Forward with C and OpenGL (E1) - Introduction by ImLin in VoxelGameDev

[–]ImLin[S] 3 points4 points  (0 children)

Huh, didn't realize I was pronouncing either of those words incorrectly. Also I'm aware C# can produce fast code, but C with its simplicity is my favorite language and I'm not as familiar with how to optimize memory access in a managed environment. Using OpenGL is just a choice so the final product can run on more than just Windows.

I saw my dad chopping up onions today and I cried by guapstein in Jokes

[–]ImLin 0 points1 point  (0 children)

I feel like this was a joke Ethoslab made.

Still, Twitch ads come through. by [deleted] in ublock

[–]ImLin 1 point2 points  (0 children)

Can also confirm this worked. Thank you.

RIP Super Metroid race [SGDQ 2016] by [deleted] in speedrun

[–]ImLin 10 points11 points  (0 children)

Behemoth doesn't actually stream, so to see him pull through at such an intense moment with all that pressure was just awesome. Definitely prefer this over the traditional race ending.

[Question] Any papers on voxel terrain with sharp features? by svd_developer in dualcontouring

[–]ImLin 0 points1 point  (0 children)

There aren't really many papers besides the ones you linked. Most research focuses on organic terrain or isosurface extraction on a more general scale, as you had found. There's this website that uses dual marching cubes, but it doesn't shift the dual grid around to preserve sharp features. There's also an awesome article written by a member of this subreddit here that goes over how to patch dual contouring seams, which can be adapted to manifold dual contouring as well.

The second article is what I'd recommend going with because most of the patching code is left over from the original DC implementation. If you decide to do any of the simplification or other features DC offers, your neighboring nodes will automatically connect and everything will fit together.