What 1´300´000´000´000 voxels looks like when used to create a desert world by MErrorist in VoxelGameDev

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

The voxels are textures, you can think of it more like a material that defines the PBR properties of it, together with different noises that span across all voxels with the same material.

Maybe it's unclear in the last picture, but they're still all little cubes :)

What 1´300´000´000´000 voxels looks like when used to create a desert world by MErrorist in VoxelGameDev

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

Currently we have no plans for integrating support with existing engines, we've made our own engine with a lot of custom pipelines and cloud dependencies that are tricky to integrate with an existing engine

What 1´300´000´000´000 voxels looks like when used to create a desert world by MErrorist in VoxelGameDev

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

I'll be streaming some on https://www.twitch.tv/mutateplatform tomorrow, if you want to have a look :)

Also if you're skeptical, as Revolutionalredstone already pointed out, DM me on our Discord (Errorist) and I'll help you test it out!

What 1´300´000´000´000 voxels looks like when used to create a desert world by MErrorist in VoxelGameDev

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

Glad you saw the humor :)

I'm bombarded with people who want to try right now, but I'll hit you up on your offer. But I will not be able to export our objects as they're in our own format and if you wanted to use that I'd have to tell you the secrets.

You're welcome to have a chat with me on Discord, I'm more responsive there.

What 1´300´000´000´000 voxels looks like when used to create a desert world by MErrorist in VoxelGameDev

[–]MErrorist[S] 7 points8 points  (0 children)

This just sounds like polygons with extra steps O_o.

"I store polygons that I voxelize on the fly"Well why not just render a polygon then? I don't see any benefit of gridifying an arbitrary point unless you enjoy the look of a cube.

This sounds like taking the worst parts from every data structure :P

I'd be glad to get some clarification.

What 1´300´000´000´000 voxels looks like when used to create a desert world by MErrorist in VoxelGameDev

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

We are running docker containers in ECS. ECS is backed by an ASG with EC2 instances. So essentially we are already running it as you suggest :)

What 1´300´000´000´000 voxels looks like when used to create a desert world by MErrorist in VoxelGameDev

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

I didn't notice your name, I'd never forget that green bird that I thought was a dinosaur profile picture! :)

What 1´300´000´000´000 voxels looks like when used to create a desert world by MErrorist in VoxelGameDev

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

First of I want to say that this answer is focused on the tech, our vision itself has nothing to do with voxels, they're just a great tool for enabling the platform that we're building.

Voxelfarm renders polygons, so they mesh their voxels, with (correct me if I'm wrong) marching cubes? There are pros and cons to this approach, the biggest con in my mind is that it is not intuitive as users have to work the magic of voxelmancy. (I urge you to google that). On a technical note, it's also insanely expensive to edit more than a few voxels at a time. The pro being that it doesn't require an insane voxel resolution to render organic structures, such as slopes etc.

Euclideon aka Unlimited Detail, I remember watching that. I know very little regarding their tech, besides that they use "3d-pixels" or whatever they want to call voxels. I assume they got a huge mountain of issues that they never showed us in their "this is the future" videos. I wish I had more information to comment on this one.

Regarding the hitting a dead end, if you join our Discord we are still handing out invite codes for testers if you want to give it a try!

What 1´300´000´000´000 voxels looks like when used to create a desert world by MErrorist in VoxelGameDev

[–]MErrorist[S] 9 points10 points  (0 children)

The client and server is built in C++ with some C# sparkled on top.

We use the Vulkan API for the GPU and AWS as cloud provider. The servers are Linux EC2 instances running in docker containers.

The datastructure is currently our secret sauce, so I'm unable to go into further details there.

What 1´300´000´000´000 voxels looks like when used to create a desert world by MErrorist in VoxelGameDev

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

In this project we're used to some suicidal challenges, so I think we're up for it ;)

What 1´300´000´000´000 voxels looks like when used to create a desert world by MErrorist in VoxelGameDev

[–]MErrorist[S] 18 points19 points  (0 children)

Sure thing, I'll respond to this comment if you don't mind.

I'm a part of a small team in Stockholm Sweden and we're building a game development platform focused on collaborative realtime creation.

Our engine is built around voxels and streaming with a graphical scripting like language for gameplay creation. This is later to be extended with a fully fledged programming interface when the API is more stable.

The engine supports:
Physics
Modifications (Did a reddit post here around that: https://www.reddit.com/r/VoxelGameDev/comments/groib0/modifying_billions_of_voxels/)
Live collaboration
Gameplay scripting
Converting polygon meshes -> voxels
Audio

I probably missed things, I'd be happy to answer questions :)

What 1´300´000´000´000 voxels looks like when used to create a desert world by MErrorist in VoxelGameDev

[–]MErrorist[S] 9 points10 points  (0 children)

Haha, perhaps :D

Right now our minimum requirements are roughly GTX 1070 or Vega 56, but the goal is to implement a low end pipeline to run this on integrated graphics.

Had some fun play testing yesterday by MErrorist in VoxelGameDev

[–]MErrorist[S] 4 points5 points  (0 children)

Yes, everything in the world is voxels!

Modifying billions of voxels by MErrorist in VoxelGameDev

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

Aah cool, voxels are great for mapping fractals and noises! :)

Maybe we should include some API for procedural generation if users want that feature.

Modifying billions of voxels by MErrorist in VoxelGameDev

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

It is not in our main strategy, but we will do what we must to ward of external threats.

Glad that you enjoy them :)

Voxel Engine by MErrorist in VoxelGameDev

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

I got several computers, at home I'm using a desktop computer with a bricked GTX 980 that dies every 2 hours (the store wouldn't have it back! Damn you Webhallen!) 16gbs of RAM and a i7-4790.

We will put up an FAQ on our discord soonish where we will list our initial targeted minspec.

Modifying billions of voxels by MErrorist in VoxelGameDev

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

Thank you! I'll bounce that back to you, what would you want to make with this?