Vercidium
Vercidium
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A Game Engine Built For Optimisation
Download the source code for the game engine and all my videos here: patreon.com/vercidium
I spent the past 6 years creating a game engine and I've been shocked at the things that can make or break performance.
I've compared 2 sunlight rendering methods and created a 3rd method that runs 70x faster.
Music is Irradiant and Spirit by Disjoint Square
disjointsquare.bandcamp.com
Timestamps
0:00 Intro
0:22 Skybox Lighting
0:57 Breaking the 4th Wall
2:04 Among Trees
2:28 Dynamic Beams
3:40 Transform Readback
5:00 Final Solution
#gamedev #gamedevelopment #gameengine
zhlédnutí: 178 483

Video

I Optimised My Game Engine Up To 12000 FPS
zhlédnutí 496KPřed 2 měsíci
The source code and demos are available here: patreon.com/vercidium The greedy meshing algorithm is available here: github.com/vercidium-patreon/meshing I spent the past 6 years creating a game engine, and I've been shocked at the things that can make or break performance. I put together 4 simple optimisations that you can use to make your games run much quicker. The music is Saturation, Spectr...
Games Don't Actually Need Loading Screens
zhlédnutí 47KPřed 3 měsíci
Download the source code for all my videos here: patreon.com/vercidium I spent the past 6 years creating a game engine, and multithreading is the best yet most confusing thing I've learned. I hope this overview of caches and tasks helps your games run smoother. Music is Spirit by Disjoint Square disjointsquare.bandcamp.com Timestamps 0:00 Why Games Load 0:34 Advanced Computers 1:43 Timing Issue...
I Created a Game Engine Just to Optimise This
zhlédnutí 908KPřed 4 měsíci
Download the source code for all my videos here: patreon.com/vercidium I spent the past 6 years creating a game engine and I've been shocked at the things that can make or break performance. I put together 2 simple optimisations you can use to stop your games from stuttering. Music is Irradiant and Spirit by Disjoint Square disjointsquare.bandcamp.com Timestamps 0:00 Intro 0:16 Burgers 0:36 The...
When Your Game Is Bad But Your Optimisation Is Genius
zhlédnutí 1,4MPřed 6 měsíci
The source code and demos are available here: patreon.com/vercidium An extra heightmap renderer is available here: github.com/vercidium-patreon/glvertexid I spent the past 6 years creating a game engine, and I've been shocked at the things that can make or break performance. I put together 3 simple optimisations that you can use to make your game run up to 10 times quicker. Music is Orbit, Satu...
How To Create Animated Plants With Shaders
zhlédnutí 72KPřed 7 měsíci
Welcome to my first CZcams devlog! My name is Mitch and I'm a programmer from Australia. I've been creating games and game engines for 6 years now and in this video I show the technical process I went through to make 3D plants. I would love to hear your thoughts and any game-engine or technical questions! Timestamps 0:00 Intro 0:27 Modifying geometry 0:51 Creating a mesh from scratch 1:39 Bendi...
Raytraced Audio Demo
zhlédnutí 19KPřed rokem
Raytraced Audio now understands the difference between indoors and outdoors, as well as small vs large rooms. Vercdad and I took everything out of the garage so it could be cleaned, and I noticed it had an echo it didn't have before. This made me realise I was doing audio raytracing wrong this whole time. I realised the garage now had an echo because every surface of the garage was reflecting s...
Sector's Edge v2.0.7 - Directional Ambient Sounds
zhlédnutí 4,1KPřed rokem
I fixed a few issues with ambience sounds - when inside wind/rain sounds will play from the correct direction, and they will also be muffled when inside. View the full update at store.steampowered.com/news/app/1024890/view/5199999780785114652
Sector's Edge Soundtrack - Volume 2 - Preview
zhlédnutí 1,8KPřed rokem
#music #indiegame 37 minutes of Punch Deck ingeniousness releasing on all major platforms in the coming weeks. Here's a preview with 20 seconds from each track! Listen to more of Punch Deck's music: czcams.com/users/punchdeck
Raytraced Underwater Rocket Fly-by Sound Effects
zhlédnutí 2,6KPřed 2 lety
Proud dev moment today! Since December I've been working on improving spatial audio using raytracing, and I am over the moon with how it is turning out. I heard underwater rocket flyby sounds for the first time today and I love it!! You can try it out on our beta branch, which you can access on our Discord: sectorsedge.com/d/hv15
New Raytraced Audio Engine - Demo
zhlédnutí 11KPřed 2 lety
This is a demonstration of the new raytraced audio engine in Sector's Edge, which casts rays outwards from the player to determine room size, ambient sound direction and low pass filter reverb parameters for each sound source. I'll be explaining this audio system and other aspects of this game engine in my dev streams, which start at 8pm GMT each day over on www.twitch.tv/sectorsedge
Sector's Edge now has RAYTRACED Ambient Sounds
zhlédnutí 2,3KPřed 2 lety
Hey all, I recently upgraded the audio engine in Sector's Edge to support raytraced wind / ambient sounds. When outdoors you can hear the wind deep booms above me, and when indoors you can hear the sounds enter from the doorways and echo around the room. The audio engine calculates these effects in real time as the environment in Sector's Edge is completely destructible. We have an open beta co...
Sector's Edge now has RAYTRACED Voice Chat
zhlédnutí 2,4KPřed 2 lety
#sectorsedge #indiegame #fps Sector's Edge now has raytraced proximity voice chat and we are putting it to good use This feature will be in our upcoming Open Beta, details will be shared on our Discord server: sectorsedge.com/d/dql1
Raytraced Proximity Chat - Day 2
zhlédnutí 1,7KPřed 2 lety
#gamedev #indiegame #fps We've figured out what proximity chat is really meant for... This feature is currently in closed beta. Details on the upcoming Open Beta will be shared on our Discord server soon: sectorsedge.com/d/h9fo
Raytraced Proximity Voice Chat is the BEST
zhlédnutí 3,2KPřed 2 lety
#fps #pcgaming #indiegame We recently added raytraced proximity voice chat to Sector's Edge and I love it!! I couldn't stop laughing at Fora and it's useful being able to call out enemies and communicate with teammates. We're having an Open Beta event soon, details will be shared on our Discord server here: sectorsedge.com/d/lg6h
Proximity Voice Chat With RAYCASTING
zhlédnutí 8KPřed 2 lety
Proximity Voice Chat With RAYCASTING
Sector's Edge Devlog - Magnified Zoom using a Single Framebuffer
zhlédnutí 1,8KPřed 2 lety
Sector's Edge Devlog - Magnified Zoom using a Single Framebuffer
Sector's Edge - Particle + Destruction Showcase
zhlédnutí 2,8KPřed 2 lety
Sector's Edge - Particle Destruction Showcase
Yet Another Audio Raycasting Demo
zhlédnutí 1,4KPřed 2 lety
Yet Another Audio Raycasting Demo
Sector's Edge - Raytraced Audio Test - Pew Pew Mode
zhlédnutí 905Před 2 lety
Sector's Edge - Raytraced Audio Test - Pew Pew Mode
Audio Raycasting Demo
zhlédnutí 6KPřed 2 lety
Audio Raycasting Demo
3D Audio With Raycasting
zhlédnutí 6KPřed 2 lety
3D Audio With Raycasting
Making games is fun
zhlédnutí 3,6KPřed 3 lety
Making games is fun
Random Galaxy Generation
zhlédnutí 3,7KPřed 5 lety
Random Galaxy Generation

Komentáře

  • @RAFMnBgaming
    @RAFMnBgaming Před 5 hodinami

    So sorta like double buffering but for geometry rather than frames? Seems like a pretty good solution, but whether or not it's usable sounds like it would depend on how much VRAM you have to work with and therefore how well optimised for performance the assets you're working with are.

  • @Unethical.Dodgson
    @Unethical.Dodgson Před 6 hodinami

    I think some people are missing the point of this video, really. This is just rendering the world geometry. You still have to account for lighting, post processing, AI, game logic, shading, etc. And this is for a relatively simple scene that already began with a fairly low triangle count. What people forget is that a lot of these optimizations exist in a lot of games. Otherwise, with all of those fancy visuals that they use, they'd be running below single digit FPS. This isn't going to get you running cyberpunk on a PS2. But it is the foundation of world geometry optimization and is great for indie developers to know.

  • @BboyKeny
    @BboyKeny Před 7 hodinami

    Do you have any thoughts on voxel rendering through ray tracing (or similar techniques) and octotrees? Is that slower than this dynamic meshing? Also maybe there could be optimizations by using branchless programming (which you're already using with bit masking). Less branches, less cache misses is my though. Could be totally irrelevant 😅

  • @Bob_Greasy_The_3rd
    @Bob_Greasy_The_3rd Před 10 hodinami

    please show this to the shadows of doubt devs

  • @thana3270
    @thana3270 Před 10 hodinami

    I've been watching your newer videos and just realized that you figured out how to get positional voice chat with EOS???? HOW??!??!?

  • @sesiohaluoleo6095
    @sesiohaluoleo6095 Před 10 hodinami

    It was my dream to know how optimization works, and this video explained to visualize the process I don't know when will I need this, anyways thank you for great video!

  • @MySwinter
    @MySwinter Před 13 hodinami

    How do you animate your code, when editing? E.g. 11:14 Looks very good and you know what happens.

  • @petis1477
    @petis1477 Před 15 hodinami

    Mid video i realized that watching the Sector´s Edge developer

  • @malukakun8583
    @malukakun8583 Před dnem

    inshallah i will understand this one day

  • @techbytefrontier
    @techbytefrontier Před dnem

    you are built different man. just the animations to show this would take all my knowledge

  • @msqrt
    @msqrt Před dnem

    Why transform feedback instead of writing directly to the SSBO? And why the CPU roundtrip instead of a compute shader to get the averages?

  • @gregfarley715
    @gregfarley715 Před dnem

    This is really great broken down! Thank you for sharing

  • @slimo-quelquun
    @slimo-quelquun Před dnem

    Hi ! Do you plan to release the engine to the public by making it partially free/totally free/free and open source one day ? I would totally pay for it if I needed it, but I think everything should be available to everyone because I'm communist so I'm asking anyway :)

  • @sermah
    @sermah Před dnem

    3:00 My boy really said 5 bits can’t hold 1..32 values

  • @perialis2970
    @perialis2970 Před dnem

    rdr2 does this on another level

  • @TheyBroughtBackStupidHandles

    But having to compile shaders is still a big issue right?...

  • @aljazbrilj1698
    @aljazbrilj1698 Před dnem

    Ou are yalking into my left ear sop it

  • @kinershah464
    @kinershah464 Před 2 dny

    What tools did you use to fo measurement for this? Perf or something else?

  • @kinershah464
    @kinershah464 Před 2 dny

    What did you study to be able to understand graphics to be able to do this kind of optimization?

  • @zine_eddinex24
    @zine_eddinex24 Před 2 dny

    Cool keep up 🆙 👍 😅

  • @AluminumHaste
    @AluminumHaste Před 2 dny

    Yes, especially as we are rapidly approaching 1000hz displays. I myself just picked up a 360hz QD-OLED and love it.

  • @creating...6001
    @creating...6001 Před 2 dny

    Thats master degree stuff, gj

  • @Kuukunen2
    @Kuukunen2 Před 2 dny

    Cool. Now just optimize the remaining 99.5% of an actual modern game engine. :P

  • @ZeroControl
    @ZeroControl Před 2 dny

    Absolutely excellent.

  • @QuanMinh-jl1iv
    @QuanMinh-jl1iv Před 2 dny

    12k is crazy

  • @Grow_tf_up
    @Grow_tf_up Před 2 dny

    #bringbackSE

  • @Grow_tf_up
    @Grow_tf_up Před 2 dny

    i searched your game but it was shutdown, can you at least send the files for me so i can try it?

  • @Grow_tf_up
    @Grow_tf_up Před 2 dny

    please bring it back! at least for me...

  • @javierherrera179
    @javierherrera179 Před 3 dny

    Can this be done in Unreal? (I know there's landscapes that use something like this, I'd like my own implementation for a procedurally generated, infinit desert map)

  • @NOOBLETK
    @NOOBLETK Před 3 dny

    Valheim is such a good game though. ❤️

  • @jonasls
    @jonasls Před 3 dny

    Kaysh???

  • @dokod
    @dokod Před 3 dny

    sectors edge…

  • @SorieI
    @SorieI Před 3 dny

    It's my dream to make a game that could run on a ps2 then upscale the mechanics and game physics until you need a modern computer to run it

  • @BenDol90
    @BenDol90 Před 3 dny

    This video is incredible

  • @TheVirusWar
    @TheVirusWar Před 3 dny

    I've been saying this everywhere. There is no way todays mid-end hardware cant run EVERYTHING. There is so much raw power in todays PC parts that any game should run perfectly, but most run like shit. Why? Dev's are lazy. Its so easy being a developer nowadays, noone knows whats happening on hardware and memory level. I always mention the "Fast inverse square root" from Quake, its an amazing way of optimizing tedious stuff for machines. Now its obsolete, but it shows how devs have to think outside the box and have greater understanding of how things really work.

  • @kopa_music
    @kopa_music Před 3 dny

    Amazing video.

  • @bebleoklept
    @bebleoklept Před 3 dny

    how is bro not famous

  • @TrippleXD545
    @TrippleXD545 Před 4 dny

    fucking einstein out here in his own league

  • @RyanJiff
    @RyanJiff Před 4 dny

    this is really cool. I enjoyed this, optimization is an art, and you are a master :D

  • @trassical
    @trassical Před 4 dny

    this looks really off in a game with more detailed objects but still good idea

  • @craigscott4205
    @craigscott4205 Před 5 dny

    Damn bruh

  • @the-guy-beyond-the-socket

    hearing Vercidium curse its like a fever dream

  • @ShamanSenra
    @ShamanSenra Před 5 dny

    Hey I loved your video. Can you please tell me how you made the visuals? Of the cube and everything? Rotating triangles, animations etc? Damn really impressed 🎉

  • @pixelpunchyt
    @pixelpunchyt Před 5 dny

    COD could never

  • @genshian
    @genshian Před 6 dny

    How in the world is this man creating these animations

  • @1208maksim
    @1208maksim Před 6 dny

    Жалко нет нарезки, как он это дебажил

  • @Gaming1ncarnate
    @Gaming1ncarnate Před 6 dny

    This video is clickbait. I came for 12000 FPS but got 17000.

  • @FaKz92
    @FaKz92 Před 6 dny

    insane result for an even more insane workload! 👏

  • @the-guy-beyond-the-socket

    its obvious that "sinking" is used for easier understanding and wont be viable with any other type of mesh and//or game, however the explanation is still great!

  • @andersonklein3587
    @andersonklein3587 Před 6 dny

    What's crazy is that since you are GPU bound, your program probably would scale really nicely with better hardware. It's interesting to see in practice the old adage "make as many assumptions as possible on your code". Which when you literally only ever want to draw cubes in a grid, are quite a few. lol