Adding ray tracing (back) to my game engine [Voxel Devlog #17]

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  • čas přidán 28. 05. 2024
  • Online demo: github.com/DouglasDwyer/octo-...
    Additional voxel models: drive.google.com/drive/folder...
    It's time for another devlog, and the engine has undergone a ground-up rewrite! In this video, I showcase the new ray marched graphics. I discuss the drawbacks of rasterization and the importance of two attributes in voxel engines: per-voxel colors and per-voxel normals. Then, I explain the performance improvements in this iteration of the engine over my initial attempts two years ago.
    Music used in the video:
    Karl Casey @ White Bat Audio - The Saga
    Chris Doerksen - Chase
    Karl Casey @ White Bat Audio - End Credits
  • Hry

Komentáře • 409

  • @DouglasDwyer
    @DouglasDwyer  Před 2 měsíci +28

    Want to learn how to write powerful, high-performance code? Then be sure to check out CodeCrafters using the link below, and help support my channel:
    app.codecrafters.io/join?via=DouglasDwyer
    They have one project which is completely free to complete during their beta, and you can begin any of their projects for free! Get 40% off if you upgrade to a paid account within three days.

    • @eszdman
      @eszdman Před 2 měsíci +3

      Great video, please try using frame interpolation based on ground-truth motion maps generated by GPU and then apply this map to previous frame multiple times

    • @timmygilbert4102
      @timmygilbert4102 Před 2 měsíci +2

      Bro I made that tetrahexaconta tree joke before 😢 no credit 😂 joke aside, you are wrong about rasterisation vs marching, use a GBuffer to resolve the lighting, independent of the rendering type. Also light probe might help as a light cache, which would open gather as scatter global illumination. Look at hddgi too, you basically have the structure to do it by default. You can also have nlogn ray update with hierarchical segment tracing cache in hierarchical lightprobe.

    • @jktech2117
      @jktech2117 Před měsícem +5

      bro why dont u make voxels that represent vertices instead of cubes? u will have less faces for a smoother look. but u might need to instead of doing culling u need to decide the shape of the voxel based on its neighbours, so depending on the situation if it cant be a vertex it will be like a lowpoly sphere if theres no neighbours, or something like this ynow?
      edit: this is exactly my plan for my game called pretend, but rn im working on more basic projects on irrlicht to get used to it and then progress using only irrlicht (since its faster and more compatible than godot)

  • @ArthurWolf
    @ArthurWolf Před 2 měsíci +357

    I had a dream. That every one of the "I made a voxel engine" youtubers came together to code an open-source voxel engine and put it on github under an open-source license, and it was so awesome and slick and efficient that the open-source community came together and rebuilt minecraft and hundreds of other games/mods on top of it.
    Then I woke up and I had to go to work :(
    Great video.

    • @DouglasDwyer
      @DouglasDwyer  Před 2 měsíci +84

      Sometimes I do wish that I could team up with another voxel CZcamsr or two. We would be able to accomplish more, faster, than by working on our own.

    • @NerferCo
      @NerferCo Před měsícem +5

      The Smoothieboard guy?? This is not a crossover I was expecting lol :)

    • @ArthurWolf
      @ArthurWolf Před měsícem +7

      @@NerferCoAHAHA First time in 10 years I'm "recognized in public" :) I'm famous \o/
      Did you use the board? We're working hard on v2, we'll be done shipping the kickstarter boards soon, I promise !

    • @ArthurWolf
      @ArthurWolf Před měsícem +17

      @@DouglasDwyerMaybe ask? In my experience, that works much more often than people expect.

    • @timmygilbert4102
      @timmygilbert4102 Před měsícem +5

      Given how they influence each other, by taking inspiration, that's working together in my book... Also I literally invented as a joke the word tetracontahexaconta for 1bit voxel, and guess who took large inspiration from it because I commented it? 😂 I know the literature on the subject, nobody else use that word, well now it's enshrined in his engine 😂

  • @plokki456
    @plokki456 Před měsícem +68

    The data structure you're describing is called an N^3-tree which generalize octrees. Since you use a branching factor of 4, that would be a 4^3 tree. As you noted, it's possible to efficiently traverse this structure thanks to the bitmask trick. A very efficient algorithm for traversal is called hierarchical DDA (digital differential analyser), which is more commonly used for dense voxel grids but can also be applied in a hierarchical fashion on each level. Note that you may use a different branching factor on each level in order to reduce the depth of the structure while still retaining good sparsity. There is a paper describing all of this called "VDB: High-Resolution Sparse Volumes with Dynamic Topology" in case you need a reference. In my own work, I use a 3 level hierarchy where the first level is dense and the following two use a branching factor of 4. Hope this helps :)

    • @solenskinerable
      @solenskinerable Před 5 dny

      8^3 using avx has to be faster tho right?

    • @plokki456
      @plokki456 Před 2 dny +1

      @@solenskinerable avx is a set of vectorized floating-point arthmetic instructions on the cpu, right? This video and my comment were considering a gpu implementation.
      Now, in the case of cpu ray tracing, I suppose you could use vectorized instructions to trace multiple rays in parallel but this doesn't have anything to do with the datastructure. Ray tracing along a single ray remains a sequential operation that cannot be parallelized.

  • @80sVectorz
    @80sVectorz Před 2 měsíci +152

    Not only have you gotten better on the technical side of things, but you have also improved a lot in video quality! Keep going man, love your stuff!

    • @prltqdf9
      @prltqdf9 Před 2 měsíci

      I wanted to make a comment like this but you already stole the show.

    • @st20332
      @st20332 Před 2 měsíci

      ok​@@prltqdf9

  • @boyinjuly1
    @boyinjuly1 Před 2 měsíci +75

    This small niche of voxel engine ytubers is so comfy

    • @DouglasDwyer
      @DouglasDwyer  Před 2 měsíci +8

      We've become a remarkable little community, haven't we? :)

  • @GabeRundlett
    @GabeRundlett Před 2 měsíci +80

    THC Tree 😅. I've heard it referred to before as a 64-tree

    • @punchster289
      @punchster289 Před 2 měsíci

      what about kd quaternary tree?

    • @cvabds
      @cvabds Před 2 měsíci +3

      ​@@punchster289what about CBD tree?

    • @punchster289
      @punchster289 Před měsícem +3

      @@cvabds yes i like that one

    • @goobus_floobus
      @goobus_floobus Před měsícem +1

      THC Tree is definitely sticking for me 🤣

  • @frozein
    @frozein Před 2 měsíci +50

    Welcome back to raytracing! I’m really excited to see where you take this engine.

    • @DouglasDwyer
      @DouglasDwyer  Před 2 měsíci +3

      Thanks frozein! It seems like all of our engines are headed in that direction, huh?

    • @frozein
      @frozein Před měsícem +1

      @@DouglasDwyer Yeah there's been some amazing progress from everyone lately!

  • @TobiG4mer
    @TobiG4mer Před 2 měsíci +18

    DUDE! 10:49 This reminds me of the old "Ace of Spades" game. Basically a voxel fps that could run on anything when I was a kid.
    I would love a sandbox game or anything really in a retro style like this!
    Keep going I got really excited while watching this video :D

    • @stevy2
      @stevy2 Před měsícem +2

      That game was so good.

    • @bigblackchode9628
      @bigblackchode9628 Před měsícem

      fun fact! to this day it is still playable and quite enjoyable.
      The 2 most used client implementations are OpenSpades and BetterSpades, the server list can be found on the build&shoot website

    • @thephoenixsystem6765
      @thephoenixsystem6765 Před měsícem

      I was so sad when it died

  • @eugenevarbanets3898
    @eugenevarbanets3898 Před 2 měsíci +9

    Lower resolution looks perfectly fine. imo it will create better result if used well

  • @bobby_tablez
    @bobby_tablez Před 2 měsíci +7

    The low-res style is sick! I think it would suit a horror game very well.

    • @Stormmblade
      @Stormmblade Před 2 měsíci +2

      It's got an interesting charm to it, like an old retro game except 3D and using voxels

  • @dmaz123
    @dmaz123 Před měsícem +16

    GPU memory isn't slow, it's way way faster than standard system memory. GPUs aren't designed though to be programmed like CPUs you need to take into account the architectural differences and leverage the GPUs huge advantages when designing memory structures to be run on them.

  • @TheDroidsb
    @TheDroidsb Před 2 měsíci +14

    Holy crap that church looked amazing

    • @goobus_floobus
      @goobus_floobus Před měsícem +1

      baked voxel lighting looks awesome - you can see it in Ethan Gore's demo too

    • @TheDroidsb
      @TheDroidsb Před měsícem

      @@goobus_floobus yea I follow him as well 😂

    • @goobus_floobus
      @goobus_floobus Před měsícem +1

      @@TheDroidsb Every time I see the scale of the world in his demo my brain explodes 😂

  • @TheBestNameEverMade
    @TheBestNameEverMade Před měsícem +3

    Also known as a multi-layer grid, I have used these a lot. You can actually make it a little more efficient memory wise for spatially by hashing multiple values in the same nodes. The first low resolution grid is sometimes also called a bloom filter. You can use a processor's vector instructions like SIMD, openvc or cuda to skip many empty bits at once.

  • @GabeRundlett
    @GabeRundlett Před 2 měsíci +27

    Lets go!

  • @vitulus_
    @vitulus_ Před 2 měsíci +3

    Awesome! It's incredible that you had the motivation to re-write all of that.

  • @xima1
    @xima1 Před 2 měsíci +7

    Amazing progress, I love your devlogs! :)

    • @DouglasDwyer
      @DouglasDwyer  Před 2 měsíci +1

      Thanks for watching, Xima! Your engine is very inspiring. I'm excited to see where we can take web-based voxel graphics now that WebGPU is maturing.

  • @dannyhallo195
    @dannyhallo195 Před 2 měsíci +1

    Well DonE! I absolutely love the new vid style! Please keep up your good work!

  • @Cilexius
    @Cilexius Před měsícem

    I think it is amazing what you were able to achieve with the surface normals. Not using polygons frees you of building the chunks with this geometry to render the voxels. Nice idea, really amazing !

  • @EqualToBen
    @EqualToBen Před měsícem

    Loved the video! also thanks for linking Gabe's channel that one's new to me

  • @harriehausenman8623
    @harriehausenman8623 Před měsícem

    Really beautiful! And the performance is insane 😲

  • @RiverReeves23
    @RiverReeves23 Před měsícem +1

    I've always loved voxels, since Ken Silverman's Voxlap engine. I love the destructibility in particular, since polygons can't really do this. I think you have the rare opportunity to push the medium. So if we take the concept of destruction and voxel physics. What other cool things can we do that is only achievable with voxels? What are the limitations with polygons? I really feel like the future of game dev will be in a medium similar to voxels but something like gaussian splatting. Where the engine works with atoms. Maybe it's best to think of voxels as atoms. It's really an exciting area that has been so neglected by developers. You're very lucky to be working in an area that is yet to be fully explored creatively.

  • @cblair1353
    @cblair1353 Před měsícem +2

    The low resolution has a really cool old-school feeling to it; you should play around with a CRT post-processing pass, could look awesome with the right resolution settings!

  • @ZYZZinVR
    @ZYZZinVR Před 17 dny

    just started my data structure/algorithms course and seeing why the efficiency can be so important even on personal projects is motivating

  • @TheDroidsb
    @TheDroidsb Před 2 měsíci +2

    Super awesome! It is pretty funny how many dev log videos start with. “I decided to reprogram it from scratch” 😂 I am also guilty of doing this tho so can’t say much

  • @vast634
    @vast634 Před měsícem

    I tried the demo, I was quicker than expected. Good work.

  • @MyKaosLife
    @MyKaosLife Před 26 dny

    Love this! I saw some other comments on further ways to optimize traversal & memory usage, but from now on the common term for the 4^3-tree models should obviously be the THC-tree model 😄

  • @capslpop
    @capslpop Před 2 měsíci +9

    That church looks oddly familiar 🤔

    • @DouglasDwyer
      @DouglasDwyer  Před 2 měsíci +6

      Hey capslpop! Nice to see you here - I've actually been watching your channel since your first uploads two years ago. The Church of St. Sophia really is a nice test model, isn't it? Your channel was the first place that I saw it :)

    • @capslpop
      @capslpop Před 2 měsíci +2

      Thanks for watching! Can't wait to see what you do in your next video :)!

  • @2dozen22s
    @2dozen22s Před měsícem +1

    The resolution and resource scaling is perfect on this lol. 100% gpu and cpu usage across 32 threads, and 1100fps default window size to 280 at 1440p.
    Looking forward to seeing how this project progresses, great job on it!

  • @stormyy_ow
    @stormyy_ow Před měsícem +3

    considering how fast these engines are at lower window resolutions, exploring upscaling options similar to DLSS might be a valuable win for lower end hardware. i think the nature of voxel scenes could lend themselves extremely well to certain upscaling techniques (or look ugly idk). would be fun to expiriment

  • @looksintolasers
    @looksintolasers Před měsícem +1

    One of the things I always wanted in AoS was vehicles. Imagine driving around a map in a Jeep, or driving a self-propelled artillery to a strategic high point? I could never figure out how a vechicle would navigate voxel terrain, but this idea of "normals for each voxel" could make it work.

  • @trashman1358
    @trashman1358 Před 29 dny

    First time I've come across your channel. I've always felt voxels are like a computer making graphics like (checks notes) a Post-Impressionist oil painter. The church and village at the end of the vid? Both facinate and excite my brain for reasons I simply can't fathom. Love, love, love voxels and if that's your engine? You've absolutely cracked it visual wise. Subscribed.

  • @cho4d
    @cho4d Před měsícem +1

    real scan environment looks so sick. with a little bit of hand finishing it would be an amazing level generation tool

  • @sixmillionaccountssilenced6721

    Imagine Magic Carpet remake with this tech!!!! Destructable castles, volcanos, tremors, everything. :DD

  • @gabrielbeaudin3546
    @gabrielbeaudin3546 Před měsícem

    That's a very nice acheivment. Congrat

  • @mmiisshhaa
    @mmiisshhaa Před měsícem +2

    damn dude, this is the coolest stuff in CS in my opinion. Such a good combination of math and algorithms/data structures, to make something that looks so cool, and if it wasn't for job prospects, I'd totally go for it. I'm in second year uni, in cs and physics, and I'm so split in what area I want to go in. I worked on my own shitty, completely entry level 3D rendering/physics engine, and it was so much fun. But the game industry is going through so much layoffs right now, and if I want to work on other physics simulations like robotics or autopilots, it seems like I'd need a masters, which idk if I'd go for. I'm so torn on what I should work on this summer, if I should continue working on my game engine, or get into AI which is probably the more employable path, but doesn't seem as interesting as this. Also from what I hear game devs don't earn as much as other software engineers, but I wouldn't call this type of thing "game dev", more like engine designer, right? does it pay adequately to how much work you have to put in? maybe I care about the pay too much...

    • @DouglasDwyer
      @DouglasDwyer  Před měsícem +1

      I think that your concerns about money are understandable. There definitely are game engine and GPU-related jobs out there, but they are competitive to obtain and the games industry doesn't pay quite as well. I'm not sure what advice to give you, other than that I personally would not go into AI. The area is overhyped right now, especially since the field has a low skill floor. Anyway, maybe consider software jobs in other areas related to low-level programming? In addition to games industry jobs, there are positions at companies like Qualcomm and AMD for developing new GPU drivers and tech.

  • @pandemik0
    @pandemik0 Před měsícem +1

    Love your work. Voxel engines have a nostalgic place for me. Games like the original Outcast or Comanche (this dates me) had astonishing visuals for their time. That a voxel engine was possible on 1992 when barely any games were 3D at all is testment to their potential. There's a certain charm and art style to low res combined with a blocky world that is worth exploring. Bonus if that means it can run on a potato or a very old machine. Great potential there.

    • @DouglasDwyer
      @DouglasDwyer  Před měsícem

      Glad you enjoyed the video, and I agree about the nostalgic aesthetic :)

  • @RiverReeves23
    @RiverReeves23 Před měsícem

    Excellent work. I'm happy you went back to ray tracing. It does look much better. I love the idea of using photogrammetry to build out levels. I think this would make a really interesting almost PS1 looking game.

    • @DouglasDwyer
      @DouglasDwyer  Před měsícem +1

      The one frustrating thing with the photogrammetric models is that they are hollow on the inside. It would be really nice to preprocess them so that they are solid (and also have proper normals).

  • @LegoDinoMan
    @LegoDinoMan Před měsícem

    Easily my favourite CZcamsr, another great upload!

  • @jorge69696
    @jorge69696 Před 2 měsíci +3

    The low resolution gives me 90s vibes in a good way.

  • @connorsheehan1944
    @connorsheehan1944 Před měsícem

    This is so awesome!! The game looks amazing keep going!

  • @SubzeroBlack68
    @SubzeroBlack68 Před měsícem

    Oh also wanted to say that I found your channel (which has been great by the way). Because of a random video "You can Parry Nukes" for that V.A. Proxy game.
    I thought, Man it would be cool if that slash or explosion could slice a mountain in half as it traveled forward. Then I started thinking of Voxel destruction and how Voxel art would be pretty good for showcasing that kind of destruction. (Even that game looks like it be transformed into a Voxel art style.
    Then ended up down a rabbit hole of Voxel plugins for Unreal then custom Voxel engines and such which led me here.

  • @henkdesjaak9650
    @henkdesjaak9650 Před měsícem

    Absolutely love the photoscans!!! Also, i think the formal term for a tree with 8^3 sized nodes is a B+tree, B as in binary, + as in more than two children.

  • @YoloRealm
    @YoloRealm Před měsícem +1

    This has to be the most immersive voxel engine I’ve seen so far

  • @delko000
    @delko000 Před měsícem

    This is amazing, continue your good work

  • @MrAngryWh1te
    @MrAngryWh1te Před měsícem +1

    Very intresting to watch, thank you

  • @ewertonls_
    @ewertonls_ Před měsícem

    this looks so good, i find the low resolution version charming

  • @strefalinux
    @strefalinux Před měsícem

    10k CZcamsrs - "I'll optimize this engine, even with the cost of rewriting 11 thousand lines of code."
    Multimillion companies hiring hundreds of programmers - "It reaches 48 FPS on RTX 4090, that should be enough!"
    Thank you for the video, it's very informative. Great job!

  • @marcorademan8433
    @marcorademan8433 Před měsícem

    I believe the "higher levels" of searching through the voxels is some form of spatial hashing (you "hash" the ray positions to a coarser grid, which is then used to iterate through smaller grids).

  • @yegorwienski1236
    @yegorwienski1236 Před 2 měsíci +2

    I love how the game looks on the IC, maybe even better than on the GTX.

  • @SuperLlama88888
    @SuperLlama88888 Před měsícem

    Wow, great job! Hope you can also implement reflection and refraction!

    • @DouglasDwyer
      @DouglasDwyer  Před měsícem +1

      Yep! Reflection, refraction, and volumetrics are all stuff that I want to try!

  • @iplet
    @iplet Před měsícem

    Woooo! He's back at it again with the rewrite! This guy is gonna be the next Notch!

  • @USBEN.
    @USBEN. Před měsícem

    Beautiful work.

  • @AndrewTSq
    @AndrewTSq Před měsícem

    that looks amazing!

  • @ChubbaBubba2
    @ChubbaBubba2 Před měsícem

    The lower resolution + voxel style together looks very nice. Perfect for lower end GPUs as well like you said.

  • @zblurth855
    @zblurth855 Před měsícem +1

    just here to say I love the low res look, look like one of those "demake" but with its own style and not just PS1/2 look

  • @VesSaphia
    @VesSaphia Před měsícem

    11:10 Looks even more nostalgic really.

  • @silentvoidx9267
    @silentvoidx9267 Před měsícem

    I really like the low res look, especially if you add moody lighting and fog

  • @Maxjoker98
    @Maxjoker98 Před 2 měsíci +1

    I think global illumination could really make your engine look *even* better.
    I recently learned about an interesting technique for global illumination from a channel called xima. In his voxel engine he is using a cellular-automata based global illumination model that runs in a compute shader(to great effect).

    • @DouglasDwyer
      @DouglasDwyer  Před 2 měsíci

      I just learned about Xima's cellular automata GI, and it looks revolutionary! But I'm not sure how it would scale to scenes with more voxels. That said, GI is definitely something that I would like to learn about. I agree that it could take the graphics to the next level on high-end GPUs.

    • @Maxjoker98
      @Maxjoker98 Před 2 měsíci

      ​@@DouglasDwyer I don't think the performance impact is as big as you might imagine for this technique. The cellular automata only needs updates when the light conditions change, probably works well with octree-like structures, and lends itself well to caching. Plus, there is really no need to tie the light updates to the framerate, or at any fixed rate. You could just GI-update a small region at a lower rate for lower-end GPUs - due to the cached results for the non-updated chunks performance might should be ok? Really I'm just guessing here, maybe ask him for help? He seemed really nice in the comments where I already asked him some questions along those lines earlier :P

    • @DouglasDwyer
      @DouglasDwyer  Před 2 měsíci +1

      I definitely will reach out to him in the future. What I meant in terms of scale was more referring to memory consumption. Every time you double the size of your scene, it consumes 8x the memory, since the cellular automata requires storing per-voxel data, right? So I wonder how the memory is compressed. But maybe Xima has a solution :)

  • @TR-707
    @TR-707 Před měsícem

    awesome demo!

  • @davidhuculak1099
    @davidhuculak1099 Před měsícem

    Wait a sec.. i recognize you. I used your fork of cpal for getting audio to work on the web in my game engine. Thanks and keep it up with the rust graphics content!!

    • @DouglasDwyer
      @DouglasDwyer  Před měsícem +1

      Yep, that's me! One day I will add audio to my own engine with it too.

  • @ytHUNTR
    @ytHUNTR Před měsícem

    wow this looks amazing

  • @torq21
    @torq21 Před měsícem

    The photoscan stuff is the best reminds me of Vagrant Story on PS1, some of the best lo-fi graphics ever made!

  • @Bruiserjoe
    @Bruiserjoe Před 2 měsíci

    Video quality is great!

  • @caleboleary182
    @caleboleary182 Před měsícem

    Wow, this is so cool!

  • @arphaxadarphaxad1592
    @arphaxadarphaxad1592 Před měsícem +1

    Wow! (11:00) a multiplayer map for Gears [ War

  • @lubomirkurcak
    @lubomirkurcak Před 2 měsíci

    This is incredible!

  • @lumivesper
    @lumivesper Před měsícem +1

    Try and add FSR 3 for lower resolutions on integrated video cards. You might end up gaining quality, even with high-end specs for this specific engine. You can also consider exchanging the language to Zig, as benchmarks show it can be up to almost 10x faster than C.

  • @NyanCoder
    @NyanCoder Před 29 dny

    Wow, that "low resolution" looks very interesting IMO. Idk why, but it reminds me ps1, and it's fascinating that it's all voxels. I think there would be a lot of cases of making use a such style. And it's true pixel-art (without shifting and rotating pixels)

  • @therealpeter2267
    @therealpeter2267 Před 2 měsíci

    I get around 8 fps on integrated graphics in the church which is 8 more than I expected, good work! (laptop defaults to IGPU with chrome)

  • @Jonas-Seiler
    @Jonas-Seiler Před měsícem

    Honestly, the low resolution example at the end looks much more interesting in my opinion. The high resolution shots, especially of the mediterranean cityscape, look sort of uncanny and moreover kind of lifeless. Could be sublime for horror games though I suppose.

  • @kennethsmith5383
    @kennethsmith5383 Před měsícem

    Duuuuuuuuuuuuuude this is awesome.
    All these voxel games 😊

  • @guylemmer7707
    @guylemmer7707 Před měsícem

    Your brick tree is similar to cone marching just in grid aligned space, and could also be thought of as a sort of acceleration structure.

  • @francescobigblak
    @francescobigblak Před měsícem

    Man keep It up! The best voxel engine will be the one that gets published

  • @alaskandonut
    @alaskandonut Před 2 dny

    Very cool dude!

  • @iLEZ
    @iLEZ Před měsícem

    Fantastic! Why oh why don't we see more retro-style games using voxels? I guess the engine programming is difficult and non-standard, but old games like Outcast and even older games like Ecstatica were fantastic, and the low-rez example in the end of this video reminds me a lot of Ecstatica for example. More! More!

  • @xXTrack394Xx
    @xXTrack394Xx Před měsícem

    Great video! I am curious if you plan on tweaking the shadows and lighting to make it more realistic? I noticed that there is a lot of ambient light being used. Any plans to use a raytracing/phong lighting system in the future?

    • @DouglasDwyer
      @DouglasDwyer  Před měsícem

      Yes, I want to experiment with different kinds of lighting in the future. At the very least, I would want to support ambient occlusion and point lights. But having some kind of global illumination or other system would be cool too.

  • @e3.14c4
    @e3.14c4 Před měsícem

    11:08 super cute, love it

  • @web_dev_cz
    @web_dev_cz Před měsícem

    Amazing :) What do you think could be done to prevent the low res version from "flickering"?
    Also, how do you calculate the voxel normal? From what I've seen you color the whole voxel one color instead per voxel face, no?

  • @Arctan95
    @Arctan95 Před měsícem

    Fantastic! Is there a game / project in mind for the engine, or are you planning to release the engine itself? Either way, great work and I enjoyed hearing about the more granular GPU challenges and solutions you encountered - thanks for sharing!

    • @DouglasDwyer
      @DouglasDwyer  Před měsícem

      My goal is turn to the engine into a multiplayer platform where users can create their own experiences with mods/plugins. The rough project roadmap for me involves three steps. First, I want to finish the core engine. Then, I intend to build a small proof-of-concept game with it, and release that. Finally, I'll release the suite of modding tools and related stuff so that people can build and extend the engine.

    • @Arctan95
      @Arctan95 Před měsícem

      @@DouglasDwyer Sounds ambitious! Though you're clearly a very proficient GPU programmer, good luck to you!

  • @Xaymar
    @Xaymar Před měsícem

    Damn, this is impressive.

  • @user-vi7kp6re2l
    @user-vi7kp6re2l Před 2 měsíci

    Incredible! 😮

  • @phylliida
    @phylliida Před 2 měsíci +1

    This video was great

  • @nielsdaemen
    @nielsdaemen Před 2 měsíci

    Amazing work! I think you might have found the method Euclideon unlimited detail uses...

  • @ThyTrueNightmare
    @ThyTrueNightmare Před měsícem

    ok, you've conviced me to look harder into making my own engine. I am an unreal engine programmer so my current knowledge set is locked within that engine. need to expand man, but feels like there is little out there

  • @guigazalu
    @guigazalu Před 14 dny

    When resizing the screen, use something like ICBI / FCBI to upscale the image and get a almost high quality result!

  • @PersonManManManMan
    @PersonManManManMan Před měsícem

    This looks cool

  • @tonygamer4310
    @tonygamer4310 Před 2 měsíci

    Something to consider (if you haven't already) for the tree structure you're using, a way to potentially be even more efficient might be to use a BVH
    BVHs are commonly used in many raytracing programs already because of their efficiency. It's basically LoD, but for the raytracing algorithm itself

    • @cvabds
      @cvabds Před 2 měsíci

      Lie

    • @tonygamer4310
      @tonygamer4310 Před měsícem

      @@cvabds ?

    • @DouglasDwyer
      @DouglasDwyer  Před měsícem

      BVHs would not be as efficient for my use case because my data is completely grid aligned. BVHs are designed to handle many overlapping objects with arbitrary transforms scattered throughout space. However, my voxels are on a fixed grid without overlap, so the BVH structure would just introduce extra overhead. Using a BVH on the top level when I am ray tracing against multiple voxel objects is something to consider, though.

  • @Lazauya
    @Lazauya Před měsícem

    Another optimization I've seen for ray marching is "cone marching". It's an obscure term but there's a fairly understandable Powerpoint presentation that comes up when you Google it. It relies on having an actual signed distance function, so I don't know if you're using one/it's well defined enough for the method. Neat project, anyway!

    • @DouglasDwyer
      @DouglasDwyer  Před měsícem

      There are definitely related optimizations that I could do, but sadly I don't build an SDF (too slow and memory intensive) so not sure if the approach could work here.

  • @stormy_vox
    @stormy_vox Před měsícem

    could you please go into more detail about per voxel normals? either here or in another video?

  • @cvabds
    @cvabds Před 2 měsíci

    Everyone wants something like Jhon Linn's renderer

  • @cheydinal5401
    @cheydinal5401 Před měsícem

    You should also sometimes give each of the edges of a voxel a color. Otherwise surfaces often look like just a single color with no 3D dimension to it, not even like it's a 2D surface in a 3D world but like it's just some color added on top of the screen (like the wood of the well at 5:54). A voxel shouldn't ***have*** to have special color for the edge (to boost performance when it doesn't), but should be able to. When it does, it should maybe even be able to have different colors for different edges, thereby creating less uniform textures with irregular short stripes

  • @Magnymbus
    @Magnymbus Před měsícem

    Now I really wanna see it with multiple ray bounces. Deeper shadows would go a long way in bringing out the details.

  • @jerkofalltrades
    @jerkofalltrades Před 2 měsíci

    It all looks really good. Will other things, like transparency or volumetrics, be easier with this new method?

    • @DouglasDwyer
      @DouglasDwyer  Před 2 měsíci +1

      Volumetrics will absolutely be easier, since volumetrics involves accumulating the amount of light along a ray! I anticipate that transparency will be equally annoying to implement as in rasterization, just in a different way lol

  • @jumbledfox2098
    @jumbledfox2098 Před měsícem +1

    god you're so cool, i hope i'm this good at programming one day

    • @DouglasDwyer
      @DouglasDwyer  Před měsícem +1

      Just keep working hard and build new things! You can become an even better programmer :)

    • @jumbledfox2098
      @jumbledfox2098 Před měsícem

      @@DouglasDwyer thank you! your channel, and many other programming ones, are very inspiring to me haha

  • @sgmvideos5175
    @sgmvideos5175 Před měsícem

    How could we be mad, I personally absolutely understand your decision to start again, usually when you start a project, you have no clue how to do stuff and so you learn in process, code grows and becomes more mess, at some point you realise doing changes is complicted and if you want to do major change, only option is to start again. Or of course stop.

  • @Oho_o
    @Oho_o Před měsícem

    This is nice!

  • @natecraver6362
    @natecraver6362 Před 2 měsíci +2

    I'm curious if you have ever tried the BrickMap data structure, which is very similar to yours, but its 8x8x8 instead of 4x4x4, though, I don't believe its organized in a tree structure. Great video as always!

    • @chris-pee
      @chris-pee Před 2 měsíci +1

      Reportedly a brickmap of individual 64x64x64 octrees can also give great results.

    • @Caellyan
      @Caellyan Před 2 měsíci +1

      Problem with higher subdivisions is that the bitmask he's using to traverse the tree becomes longer. 8^3 requires that many bits (1024), which is 8x64-bit ints. There's a tradeoff there when it comes to complexity, and it's somewhat hard to try out all the different trees because they all require custom CPU and GPU code so switching between them takes a bit of time.

    • @DouglasDwyer
      @DouglasDwyer  Před 2 měsíci

      @Caellyan puts it perfectly here. The 64-tree structure is the optimal size for register usage and empty space skipping, from my experience so far.

  • @oliversargison1262
    @oliversargison1262 Před měsícem

    You know the rust BTree is actually split into sixteen at each level instead of 2 for speed. That's fascinating to see the same kind of memory speed dynamics play out on the GPU. Also maybe you could look into using something like AMD fsr for low end GPU's. Amazing work!

    • @DouglasDwyer
      @DouglasDwyer  Před měsícem

      I didn't know that! Yet again Rust proves that it is the best language, haha

    • @pwouik9784
      @pwouik9784 Před měsícem

      The point of a btree actually is being wide, b doesn't stand for binary tree

  • @maxarq
    @maxarq Před 2 měsíci

    very cool video

  • @DE81L
    @DE81L Před 2 měsíci

    Cool video!