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The Perfect Voxel Engine (2021)
- bun_terminator 2y agoThis might profit from some context: This is written by "John Lin", who is famous for his impressive voxel videos on social Media. He became a hallmark name in voxel discussions. See for example his youtube: https://www.youtube.com/channel/UCM2RhfMLoLqG24e_DYgTQeA https://www.youtube.com/channel/UCM2RhfMLoLqG24e_DYgTQeA
- actionfromafar 2y agoAs far as I can tell, he got famous for the voxel demos, then decided to not do voxels, based on feedback from fans. Edit: I misunderstood.
- bun_terminator 2y agoHuh, interesting. Even today when there's a voxel discussion on graphics programming communities - john lin comes but all the time
- TheRoque 2y agoFrom what I've read (the pinned comment in the aforementioned video), he just decided to ditch high resolution voxels for lower resolution ones, as the feedbacks said they preferred a more pixelated art style. But still voxels. But looking at his latest blog post, it seems that he's not focused on voxels at the moment yet. Or maybe got hired and can't talk about it, who knows ¯\_(ツ)_/¯
- Crestwave 2y agoHm, do you have a source for that? It's possible that you're mixing it up with his decision to shelf "micro-voxels" in favor of the traditional, chunkier voxel art style. https://youtube.com/watch?v=8ptH79R53c0 https://youtube.com/watch?v=8ptH79R53c0 (see pinned comment)
- actionfromafar 2y agoThank you, I think you are right.
- truckerbill 2y agoIt's a shame he disappeared for some reason, his stuff was crazy
- TheRoque 2y agoHis latest blog post/tweet was less than a year ago https://voxely.net/blog/using-a-rnn-for-2d-tile-map-synthesis/ https://voxely.net/blog/using-a-rnn-for-2d-tile-map-synthesi...
- ganzuul 2y agoIt would be interesting to have some interpretability to how the YouTube algorithm suddenly picks out these 'old' gems.
- actionfromafar 2y agoML directed A/B testing to see what sticks, is my uneducated guess.
- ganzuul 2y agoI'm really hoping for a more human-centric version of 'interpretability'. That might be how the algo picks up what to trend but it doesn't tell us what sparked it.
- OtomotO 2y agoFor anyone interested, these days there are multiple people working on impressive stuff, sometimes it's even open source: https://www.youtube.com/@GabeRundlett https://www.youtube.com/@GabeRundlett (open source engine in C++ with e.g. Rust bindings via C) https://www.youtube.com/@DouglasDwyer https://www.youtube.com/@DouglasDwyer (proprietary, using Rust and WGPU but interesting videos) https://www.youtube.com/@xima1 https://www.youtube.com/@xima1 (afaik proprietary, using WebGPU and typescript) Open source stuff: https://github.com/ria8651/alex https://github.com/ria8651/alex (Rust) https://github.com/davids91/shocovox https://github.com/davids91/shocovox (Rust) There is a myriad more, many discords...
- sambeau 2y agoThe Minecraft team at 4J have just announced a new voxel-based crafting game platform. https://www.thecourier.co.uk/fp/news/dundee/4988656/4j-studios-stampy-cat-new-game/ https://www.thecourier.co.uk/fp/news/dundee/4988656/4j-studi...
- longor1996 2y agoWith the help of the voxelgamedev community, I'm maintaining a relatively large listing of such projects over at https://voxel.wiki/wiki/projects/ https://voxel.wiki/wiki/projects/. Sadly, a lot of projects get abandoned.... :(
- einpoklum 2y agoWhile I got a nice grade in my Computer Graphics intro course back in the day - I have not done any CG since. I have a dumb question: Why is it better render small cubes, then to render triangles (or polygons)? I mean, a cube is, eventually, 6 squares, or 12 triangles, in a certain formation, right? So is the entire benefit captured by this 1/12 ratio? Or is there a deeper motivation for this pseudo-rasterization?
- hoseja 2y agoNot sure I'm fully understanding your question but the primary reason for the voxel engines is interactibility. They're trying to be Minecraft 2, not Crysis 5.
- Maxatar 2y agoMost voxel engines end up rendering triangles. The voxels are used to represent the world to allow for cool physics, in particular destruction.
- HelloNurse 2y agoUnlike general meshes, the low-level triangles used to represent voxel surfaces can be easily computed in a shader rather than stored explicitly, and even per-voxel data can sometimes be recomputed on the fly because of procedural generation.
- qingcharles 2y agoAll of these demos are surely using the same rendering engine underneath as a classic mesh 3D, but voxels let you smash stuff up easier than trying to figure out where to make breaks in meshes and close the holes. As Lin says "Universe = voxels" .. insinuating that atoms are essentially voxels.
- jak6jak 2y agoAre voxels the goto method for easy mesh manipulation without worrying about vertices? I’ve been trying to research ways to 3d model without worrying about topology. So far all I’ve found is CSG and voxels.
- magic_hamster 2y agoCan you even call voxel objects a mesh?
- owenpalmer 2y agoWhy not?
- arjonagelhout 2y agoThere’s also SDF (Signed Distance Fields) modeling, such as present in multiple modeling tools like Adobe Substance 3D Modeler [0] or WOMP [1]. I suppose this is similar to voxels in that the data is stored in a uniform grid, but the way it gets rendered is different. [0] https://www.adobe.com/products/substance3d/apps/modeler.html https://www.adobe.com/products/substance3d/apps/modeler.html [1] https://womp.com/ https://womp.com/
- 01HNNWZ0MV43FF 2y agoSDFs don't inherently have a grid, right? You can use marching cubes to sample them along a grid, but you can also do ray marching
- skykooler 2y agoIt depends on the representation. SDFs can be pure mathematical functions, in which case there is no grid, or they can be a grid of values representing distances to the implicit surface, in which case they do use a grid. The latter representation, to my knowledge, is rarely used in 3d, but it is used in 2d for SDF fonts for example.
- rscho 2y agoHijacking the thread: I'm looking to compute sciency stuff on a grid of truncated octahedrons, and rendering that to voxels. Does anyone know a good way to do that??