John Lin
John Lin
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New Voxel Engine Reveal - Crystal Islands Experiment
Follow me on Twitter for more updates: ProgrammerLin
This scene is composed entirely of voxels. What started as an innocent attempt at increasing the view distance evolved into a 4 month quest to achieve not only that, but rewrite a brand new voxel engine from the ground up that would feature:
- An 8x (512 cubic) detail increase with animation support, high compression rates, and per-voxel material attributes
- Fast collision detection that physics and player walking will utilize
- Full fracture and mutation of objects
- Improved path traced global illumination that features 5 bounces from the sun, atmosphere and all emissive objects
- A powerful asset pipeline that can utilize Quixel Megascans, PlantFactory/PlantCatalog's detailed vegetation, and other highly detailed polygon models after being converted and processed into voxels (all 3 seen in this video)
- Ray-traced world generation that could easily place trees, grass, flowers, and other assets (eg. crystals) in designated areas: eg. in sunlight, on cave walls, in big open areas, and so on
- A 10x speedup in rendering over the previous engine
Most of these features are showcased in the video. Of course, there are some kinks to work out, like you can see object intersections occurring or being placed in odd places, and the path traced denoiser is lacking a spatial filter, but I got too excited with how this looks that I couldn't wait any longer to share. The effective world size here is 256K^3 and the island is generated once upon startup (like Terraria for instance), which takes about a minute. Things won't look this chaotic in whatever the final version is, as it's more a feature test than anything else.
To those who prefer the charm of the old engine, there is a low-detail mode that will be toggleable. More likely than not, this level of detail will be reserved for RTX graphics cards, and the low-detail mode will be the fall back for older ones. I don't have exact spec predictions yet, because there are so many tweaks to be made like level-of-detail threshold, lighting refresh rates, and the world size itself, so general performance requirements remain to be outlined.
Stay tuned for more updates, as in the future we'll soon see that this world is dynamic and not just there to be looked at. Rigid body physics will make a return, so will fluid dynamics eventually, and really everything seen here is only the beginning. Thank you to everyone who supports this project, and doesn't leave mean comments calling out how I keep saying the next video will be the official announcement. Soon(tm) ;)
zhlédnutí: 348 342

Video

Water Wheels, Motor Concept, and Dynamic Object Building
zhlédnutí 82KPřed 3 lety
Somebody printed CZcams comments on these water wheels... Follow me on Twitter for updates: ProgrammerLin This video is showcasing creating dynamic rigid body objects that update in real time, react to water, can be destroyed, and can have constraints attached to them. A nice UI will help make this easier to work with. I considered having a separate in-game window where you don't ha...
Water Physics + Custom Voxel Boats, Rigid Bodies & Destruction
zhlédnutí 43KPřed 3 lety
Follow me on Twitter for updates: ProgrammerLin One-way coupling between rigid bodies and water has been implemented. Buoyancy is simulated volumetrically, and the fluid velocity field is sampled where the objects collide with it. Because the coupling is just fluid-on-objects, air does not factor into water displacement and the splashes seen are just visual, so moving objects themse...
Voxel Water Physics - Waterfalls, Rivers and Tunnels
zhlédnutí 101KPřed 3 lety
Follow me on Twitter for more updates: ProgrammerLin It took a bit longer than expected, but the fluid simulation design from a few months ago has been implemented in our voxel project. It uses the same cell/particle hybrid method and is therefore fully volumetric with no height range limit beyond the 0-4095 y world boundary! It will flow through buildings, fall down into caves, flo...
Voxel Summer Forest Meadows
zhlédnutí 27KPřed 3 lety
Follow me on Twitter for updates: ProgrammerLin Today we take a walk through an improved world featuring butterflies, new flowers, improved scene composition, improved terrain gen, and the return of falling leaves. I really appreciate everyone's support and patience. There will likely be one or two more videos before the big video I've been promising because my feature list for it h...
The most fun I've had working with voxels
zhlédnutí 69KPřed 3 lety
Follow me on Twitter for updates: ProgrammerLin I know I said the announcement video was next, but I really wanted to share this one. Upon completing the core of the building system, I actually got hooked on it and spent a solid day just having fun. Combined with re-watching The Office simultaneously, it made for the best day of voxel dev I've ever experienced. The entirety of the b...
Destroying some Voxel Pumpkins with my Pet Wolf
zhlédnutí 28KPřed 3 lety
Follow me on Twitter for updates: ProgrammerLin This is the final installment of the mini videos teasing some of the features I've been working on, this time including object fracturing, a WIP voxel character animation system, new path tracing (still working on the denoiser), day/night, some new terrain generation that gives me more control, and improved scene composition. Next vide...
Volumetric Terrain Fracturing - Detail Enhancement Preview #2
zhlédnutí 16KPřed 3 lety
Follow me on Twitter for updates: ProgrammerLin Following the previous video, this short clip showcases another feature made possible to the enhancements the engine has undergone: volumetric fracturing of terrain and objects. A more extensive video showcasing what this enables will follow shortly. Thanks everyone for all your kind comments and support :)
Animated Voxel Trees - Detail Enhancement Preview
zhlédnutí 14KPřed 3 lety
Follow me on Twitter for updates: ProgrammerLin This a showcase of an experimental enhancement to the engine that finally enables trees to blow in the wind. It's part of a larger video that will come in the near future, showcasing other new improvements and features including water physics, which was also teased recently.
This Real-Time 3D Fluid Sim Runs on One CPU Core.
zhlédnutí 37KPřed 3 lety
Follow me on Twitter for updates: ProgrammerLin This was a research project that aimed to find a real-time realistic fluid simulation that was able to handle moderately complex scenes without taxing the GPU horribly or wiping out the entire CPU. It's a hybrid lagrangian-eulerian method based on the work by "Hu, Yuanming and Fang, Yu and Ge, Ziheng and Qu, Ziyin and Zhu, Yixin and Pr...
Voxels + Physics = A fun way to dig
zhlédnutí 28KPřed 4 lety
Don't worry: we don't rotate our voxels here, because we know better. The whole approach is made possible thanks to a unified voxel framework. The world, physics processing, ray tracing (all of the objects are ray traced), lighting, procedural generation, sound tracing and collision detection all use the same voxel data, allowing for some nice optimizations. The entirety of the collision detect...
Exploring an Infinite Voxel Forest
zhlédnutí 35KPřed 4 lety
Follow me on Twitter for more frequent updates: ProgrammerLin The last few months of development have been about taking our small, fixed voxel scene and laying the foundation for a procedural world to expand infinitely. This simple forest walk is the last one we'll take, friends, for next up is going to be some long-awaited gameplay. There are some things I'd like to improve of cour...
Ray Traced Reverb, Wind and Sound Occlusion (Path Traced Voxel Project)
zhlédnutí 97KPřed 4 lety
The year is 2002 and you just installed the new Sound Blaster Audigy 2 card on your XP machine for some revolutionary EAX audio. What a time to be alive. Today, we bring some of that excitement back with RTX reverb, wind and sound occlusion using OpenAL. Twitter: ProgrammerLin
Path Traced Voxel Project - it all started with a single arch
zhlédnutí 55KPřed 4 lety
After adding glass, making path tracing noiseless and run 20x faster (60fps HD!), and adding experimental building tools, I created a single arch and couldn't pull myself away for the next 3 weeks. I can't wait to see what real artists can do. ProgrammerLin

Komentáře

  • @anthonylevi
    @anthonylevi Před 5 dny

    Take my money now!

  • @eashaankumar
    @eashaankumar Před 6 dny

    The truth behind this video is that you can NEVER simulate a deep ocean with this level of detail. Only super computers have the compute necessary to simulate an actually large body of water. This is useless for anything more than a few chunks and ONLY if the particles cover a larger volume than what is demonstrated (ie not this small, maybe more like Minecraft size…then it might work at the scale of entire seas). It’s just not possible.

  • @Its_Myle
    @Its_Myle Před 10 dny

    the anti-voxel assassins got him

  • @aripapas1098
    @aripapas1098 Před 10 dny

    should have some eerie, cool transition music when u enter the really dark low pits of the caves; and then cloud layers above ground with mini cloud creatures & cloud songs occuring...

  • @boot-strapper
    @boot-strapper Před 14 dny

    open source?

  • @PraetorianAU
    @PraetorianAU Před 16 dny

    What ever happened to this project. I was so hoping to see a game or something but no updates in 3 years.

  • @user-hz4fj5xw2u
    @user-hz4fj5xw2u Před 18 dny

    this is what weta digital showed james cameron when he first wanted to make avatar in 1992

  • @manuelfriend4060
    @manuelfriend4060 Před 20 dny

    How TF is this even possible?!

  • @Glowbox3D
    @Glowbox3D Před 21 dnem

    As a filmmaker, I love just shooting trailers for films I never plan to make. Trailers are cool!

  • @JaayVR
    @JaayVR Před 22 dny

    come back

  • @eyykendrick
    @eyykendrick Před 22 dny

    this is you from the future. It is Time to return to this game. We are all proud of you.

  • @JoaoLucas-zx1vb
    @JoaoLucas-zx1vb Před 25 dny

    I can tell this guy's gonna be famous, and so is his game.

  • @Imnot_DumbBacon
    @Imnot_DumbBacon Před měsícem

    How do i play that?

  • @sammytaylor6473
    @sammytaylor6473 Před měsícem

    is it possible to try this out ?

  • @Neuer_Alias_erstellen
    @Neuer_Alias_erstellen Před měsícem

    cool

  • @nalediCS
    @nalediCS Před měsícem

    is this project on paus ?

  • @eyykendrick
    @eyykendrick Před měsícem

    it is time to return to this project. excited for and proud of you. bless

  • @keithtam8859
    @keithtam8859 Před měsícem

    awesome! how to animate voxel like leaves and stuff in this scale??

  • @MATTERSGAMES
    @MATTERSGAMES Před měsícem

    CZcams labeling this game as Minecraft is hilarious 😂

  • @MATTERSGAMES
    @MATTERSGAMES Před měsícem

    it's amazing to see how far voxel based rendering has come. Imagine if one day we can render voxels at such a high density that you could zoom in almost indefinitely

  • @BasedZoomer
    @BasedZoomer Před měsícem

    3 years ago? 😢 Don't tell me this project is dead...

  • @b.s.7693
    @b.s.7693 Před měsícem

    Imagine a world which is build up from very tiny particles, let's call them _atoms_ . I think a set of 118 different kinds of them should be enough for a high level of complexity.

  • @theastroslav
    @theastroslav Před měsícem

    Dirt jumpscare at 0:17

  • @anonymous2938
    @anonymous2938 Před měsícem

    hhmm i wonder where that voxel guy is? cookin; thats where he is. exciting dude keep it up!

  • @PythonicSerpent
    @PythonicSerpent Před měsícem

    this looks so cool

  • @RiverReeves23
    @RiverReeves23 Před měsícem

    Hey man, now that gassian splatting is a thing. How about making an engine using gassian splats. It could yield better results than AAA games.

    • @prltqdf9
      @prltqdf9 Před měsícem

      Gassian splatting? That sounds nasty...

  • @nemvoigt7226
    @nemvoigt7226 Před měsícem

    I hope this dudes still alive there's been nothing on any of his socials for nearly a year :/

    • @prltqdf9
      @prltqdf9 Před měsícem

      His latest reply on X is from January 8 and latest like from March 28, 2024.

  • @Burnt_Loaf.
    @Burnt_Loaf. Před měsícem

    When can we play it?

  • @muckymcfly
    @muckymcfly Před měsícem

    2024 and I'm still waiting to play this lol

  • @JohnL_S17
    @JohnL_S17 Před měsícem

    is this real time?

  • @aceblooming
    @aceblooming Před měsícem

    A very interesting project, it looks really good!

  • @OpalDruscilla
    @OpalDruscilla Před měsícem

    I guess this is what videogame future looks like

  • @tastingschedule
    @tastingschedule Před měsícem

    OK, so now we’re an earth bender

  • @tastingschedule
    @tastingschedule Před měsícem

    In a world for humans and global warming never happened also, you should add animals to the game.

  • @TakahiroShinsaku
    @TakahiroShinsaku Před měsícem

    A Game like *Legacy Clonk* with this Engine would be Epic!

  • @user-qx1gr3hz6m
    @user-qx1gr3hz6m Před měsícem

    can i download it

  • @itssardine5351
    @itssardine5351 Před měsícem

    Stormworks should’ve been made like this. The flooding physics would’ve been crazy

  • @aaronmarkey3856
    @aaronmarkey3856 Před měsícem

    Immaculate vibe

  • @Jupek5936
    @Jupek5936 Před měsícem

    ale to wyglada zajebiscie

  • @SuperMario9078
    @SuperMario9078 Před měsícem

    Just imagine destruction and building at voxels this small.

  • @memes_gbc674
    @memes_gbc674 Před měsícem

    this game has insane art direction, quite literally what i'd imagine a 16 bit game brought into 3d

  • @Ferienpapst
    @Ferienpapst Před měsícem

    Cool, any update?

  • @sergeantsapient
    @sergeantsapient Před měsícem

    *This scene brought to you by an 8TB HDD.*

    • @prltqdf9
      @prltqdf9 Před měsícem

      Come on now... nobody uses HDDs for Windows, programs and games anymore. HDD is only good for mass storage, these days.

    • @sergeantsapient
      @sergeantsapient Před měsícem

      @@prltqdf9 it was a joke my friend. It was more along the lines that building an entire game like this would take a lot of storage for it's map data. Not entirely true if you're talking about procedural generation but you would still need storage after generation.

    • @prltqdf9
      @prltqdf9 Před měsícem

      @@sergeantsapient Of course it was a joke. My point was that, in this day and age, you should have written SSD, instead.

    • @sergeantsapient
      @sergeantsapient Před měsícem

      @@prltqdf9 I didn't even know SSDs came in that size at this point.

    • @pvim
      @pvim Před měsícem

      the funny thing is that this demo was something like 23MB, he had confirmed it on his Twitter

  • @flameofthephoenix8395
    @flameofthephoenix8395 Před měsícem

    Nice. For the water physics, here is an interesting way to simulate it for grid-based water I came up with, store the velocity of each voxel in rows and columns as well as the front to back version of rows and columns for 3d, then each frame check with water voxel will be leading the row/column and detect collision with that voxel, all other voxels simply have to incorporate stacking behavior where they each slam into the previous voxel then get stopped by it which forms little stacks, then for each voxel that collides change the average velocity for that row, this means that none of the voxels have very much individuality but they're also easier to store this way, the tricky part is clumping voxels with the rows they should be in, and making sure not to clump a row if there is a non-water voxel in-between the first and last water voxel. I hope I explained it all well.

  • @dougr8646
    @dougr8646 Před měsícem

    So, polygons?

  • @the_spice_miner4306
    @the_spice_miner4306 Před měsícem

    Engine for No Man's Sky 2

  • @todeilfungo
    @todeilfungo Před měsícem

    can denoising fix the effect that appears when you get close to objects? as it looks a lot like noise and noise is just a visual problem a denoiser should work fine, right?

  • @Ch-thalassa
    @Ch-thalassa Před měsícem

    i dont get it? is this a game?

    • @todeilfungo
      @todeilfungo Před měsícem

      it's an engine, it can be used to run games or 3D things in general

  • @GraveUypo
    @GraveUypo Před měsícem

    10ish years ago, they had "infinite detail" on voxel engines, but it came with huge shortcomings as being unable to do lighting at all, and also no animation. i see this doesn't suffer from either issue

  • @mastersquinch
    @mastersquinch Před měsícem

    Hoping you're still doing well.