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Jewel Byte
Ukraine
Приєднався 18 тра 2024
Here, you'll find innovative and creative solutions for various game development scenarios. Our channel focuses on using the Godot Engine to help you create amazing games with ease.
On our channel, you will find:
Step-by-step game development tutorials
Shader creation and customization
Game process optimization
Code examples and explanations
Helpful tips and tricks for Godot Engine
Whether you're new to game development or an experienced developer, our videos will help you elevate your skills to the next level. Subscribe so you don't miss any new videos and join our community of developers
On our channel, you will find:
Step-by-step game development tutorials
Shader creation and customization
Game process optimization
Code examples and explanations
Helpful tips and tricks for Godot Engine
Whether you're new to game development or an experienced developer, our videos will help you elevate your skills to the next level. Subscribe so you don't miss any new videos and join our community of developers
Playing with fake depth shader
#GodotEngine #GameDevelopment #Shaders #GameDev #IndieGames #GameDesign #Programming #JewelByteGames
Переглядів: 449
Відео
Fake Depth progress for High-Performance voxels in Godot 4
Переглядів 199Місяць тому
I improve some different depths for better effect! #GodotEngine #GameDevelopment #Shaders #GameDev #GodotTutorials #IndieGames #GameDesign #Programming #JewelByteGames
Creating Fake Depth for High-Performance Voxels | Godot 4 Voxel Magic
Переглядів 333Місяць тому
Trying to create some interesting effect, for water or another substances, because each layer in my voxels its only one quad! #GodotEngine #GameDevelopment #Shaders #GameDev #GodotTutorials #IndieGames #GameDesign #Programming #JewelByteGames
Experimenting with Fake Depth for my High-Performance Voxels in Godot 4
Переглядів 460Місяць тому
Here I'm experimenting with adding fake depth to my voxels without altering the geometry, using parallax occlusion with a few tweaks. It looks a bit off, but it's a solid starting point! #godotengine #GameDevelopment #Shaders #IndieGames #Programming #JewelByteGames #Voxels #Godot #GameDev #GameDesign #GodotTutorials
Faling voxels in Godot, second "first" attempt
Переглядів 233Місяць тому
Yeah, this is weird #GodotEngine #GameDevelopment #Shaders #GameDev #GodotTutorials #IndieGames #GameDesign #Programming #JewelByteGames
Saving chunks - no problem.
Переглядів 538Місяць тому
If you're reading this, here's a quick update on my progress in creating infinite voxel generation! Using my custom quad technique, I've optimized voxel rendering for speed. It's now infinite, editable, savable, and of course, performant! #GodotEngine #GameDevelopment #Shaders #IndieGames #Programming #JewelByteGames #Voxels #Godot #GameDev #GameDesign #GodotTutorials
Who hasn't built a tower under themselves?
Переглядів 51Місяць тому
Building a tower under yourself. Because why not? #GodotEngine #GameDevelopment #Shaders #GameDev #GodotTutorials #IndieGames #GameDesign #Programming #JewelByteGames
High-Performance Voxels in Godot 4 (Optimization)
Переглядів 643Місяць тому
If you're reading this, here's a quick update on my progress in creating infinite voxel generation! Using my custom quad technique, I've optimized voxel rendering for speed. It's now infinite, editable, savable, and of course, performant! #GodotEngine #GameDevelopment #Shaders #IndieGames #Programming #JewelByteGames #Voxels #Godot #GameDev #GameDesign #GodotTutorials
Infinity High-Performance Voxels world in Godot 4
Переглядів 998Місяць тому
If you're reading this, here's a quick update on my progress in creating infinite voxel generation! Using my custom quad technique, I've optimized voxel rendering for speed. It's now infinite, editable, savable, and of course, performant! #GodotEngine #GameDevelopment #Shaders #IndieGames #Programming #JewelByteGames #Voxels #Godot #GameDev #GameDesign #GodotTutorials
High-Performance voxels NO "compression" more
Переглядів 53Місяць тому
(I found the way) #GodotEngine #GameDevelopment #shaders #GameDev #GodotTutorials #IndieGames #GameDesign #Programming #JewelByteGames #Voxels #godot #games
Finaly! How my voxels works!
Переглядів 4152 місяці тому
This video featuring 128x128x128 "voxels" with only 384 quads! And how it works (short version) #GodotEngine #GameDevelopment #shaders #GameDev #GodotTutorials #IndieGames #GameDesign #Programming #JewelByteGames #Voxels #godot #games
Finaly physics works perfect. High-Performance Voxels in Godot 4
Переглядів 9524 місяці тому
This video featuring 128x128x128 "voxels" with only 384 quads! #GodotEngine #GameDevelopment #shaders #GameDev #GodotTutorials #IndieGames #GameDesign #Programming #JewelByteGames #Voxels #godot #games
Failed first collide test
Переглядів 1,6 тис.4 місяці тому
I tryed to add colliding with "qoxels" for basic Character3D class. This video featuring 128x128x128 "voxels" with only 384 quads! #GodotEngine #GameDevelopment #shaders #GameDev #GodotTutorials #IndieGames #GameDesign #Programming #JewelByteGames #Voxels #godot #games
Tryed to use my 2D physics with voxels, just for fun
Переглядів 1,7 тис.4 місяці тому
This video featuring 128x128x128 "voxels" with only 384 quads! #GodotEngine #GameDevelopment #shaders #GameDev #GodotTutorials #IndieGames #GameDesign #Programming #JewelByteGames #Voxels #godot #games
High-Performance Voxels in Godot 4 Normals test
Переглядів 4,9 тис.4 місяці тому
And some normals :) This video featuring 128x128x128 "voxels" with only 384 quads! #GodotEngine #GameDevelopment #shaders #GameDev #GodotTutorials #IndieGames #GameDesign #Programming #JewelByteGames #Voxels #godot #games
Zero cost Fluid Physics Simulation in Godot 4 with Shaders!
Переглядів 2025 місяців тому
Zero cost Fluid Physics Simulation in Godot 4 with Shaders!
First step to GPU Fluid Physics Simulation in Godot 4 with Shaders!
Переглядів 1375 місяців тому
First step to GPU Fluid Physics Simulation in Godot 4 with Shaders!
High-Performance Voxels in Godot 4
Переглядів 4,6 тис.5 місяців тому
High-Performance Voxels in Godot 4
Mind-Blowing Terrain Physics Simulation in Godot 4 with Shaders!
Переглядів 6065 місяців тому
Mind-Blowing Terrain Physics Simulation in Godot 4 with Shaders!
Thats cool
I need the source code also a 3d pls
Here take no problem! Here is also my soul and all belongings if you need it 👉👈 🎁
Have you solved the issue?
you can change the shader file while it’s running?
Of course. In godot you can use a anim player node and key frame the shader preperties like how he changed the dept, you can make a realtime animation with the shader. Also if you want there are also tutorials on yt about how to animate in gd script rather then anim player node.
looks pretty cool
This looks awesome. I also tried my hands on making a voxel engine for godot about a year ago. Wrote it in Rust to use multi-threading. But ran into performance problems when assembling the mesh data in godot. So I realized that compute shaders was probably the only way to make it work. Is this for a private project, or will you publish this as an addon eventually?
I wish publish it, but this not completed as I want, so not yet(
@@JewelByte Nice. Then I'm looking forward to it! :)
It's awesome seeing all the progress that you've made over the past 3 months!! Keep it up!
Not 3 months actualy, just a few hours per week
so you trying to make an paralax mapping for fake depth wasn't that called POM displacement? or I'm getting wrong idea here?
Yes, but not 100% POM, because it's badly stacks near each other for my case
is there any reason you cant do this with the vertex shader?
Yea, because for voxels i use a tricky technique, one quad for one layer
ive been programming for over 17 years, mostly involved with game stuff... i dont understand wtf is happening 😱 the closest ive seen to that is light shenanigans with normals, wtf is going on here?!
Well, it's simpler than you think. Mostly this effect completed by erasing edges based on camera direction and mesh normal, but i need it more complex.
WITCH!!! 🫵🫵🫵
I see stuff you do from time to time, interesting. Are you making your own "block" game in Godot? What language you use?
Actualy i thinking what i need to do after, but now i just try to complete my idea with this type of voxels. And i use GLSL in compute shaders, and gdscript, i feel i need to use c# but for prototype gd feels fine)
Ah yes, prototype in GDScript, remake it in C#. Cool stuff.
awesome stuff! looks like you got a good ground work to use!
Ngl I got tripped out for like a good second until I realized what was happening
Hah)
This is incredible work!
Thanks you!)
joe rogan
??
It looks quite interesting, but does it interact with the usual physical bodies or do you use your own? And whether it makes sense in terms of performance.
Hey, thanks for the question! I doesn't use my own physics engine, just little extends of physics rigid body and character body with additional checking for collision with voxels, so physics body collides with godot physics objects and with voxels.
@@JewelByte Of course, I expressed myself a little incorrectly, I meant that the voxels are already physical or there is a separate part of the code responsible for colliding with them. Thank you for your reply!
Minecraft
My mind is completely blown. This man isn't even using a gridmap, he's building his own path like a true warrior. I want to learn how to do that too.
wish you'd make a video explaining how this works
a short video done
Does it support marching cubes? Can you turn this into an addon?
I think the whole point of the method (which, I think is called 'global lattice'), is to avoid meshing altogether. So no greedy meshing, no binary meshing, no meshing, period. This does make things like collision detection more difficult. As far as the game engine is concerned your world is some very weird cube-like structure with many intersecting planes in it. You will have to do some work to get per voxel collissions.
@@StijnDeWitt Yeah, that's why you need meshing anyway, to create proper collision data. But I was talking about the visuals of smooth voxels libraries such as VoxelFarm (not sure if it's still being developed) or games like Blockscape (very good) have.
Я ничего не понял, но очень интересно.
Great result! Voxel can make the difference between a game with real gameplay and the current 3A movies called "videogames".
Very intresting!
You trying to remake minecraft?
Huh, i do this nice voxels a little accidentally, so no, propably i have some idea what project i want to do
@JewelByte @JewelByte hmmm, interesting, try to recreate the CS2 smoke, I saw that it works by voxels
Performance looks quite good actually👍👍
Thanks!
What software is that?
The 3d software looks like Godot or something similar
its Godot. free and open-source game engine
it's godot
Godot 4.3
face culling when
Minecraft bedrock edition when you're too far from spawn be like
Lol
nice
So, do you create a collision based on the model or divide it into separate blocks?
a stress test would be cool
Hold up: Voxel Style game? Cool 🤩
How do you handle the massive overdraw?
Congrats :)
Nice work. Are you hoping to release a game? If so - what kind?
If I wanted to procedurally generate custom voxel maps, draw a black and white image in Aseprite (for example 4096 x 4096) and have that translate to terrain height in game?
what are you trying to show in this video? that godot has good performance? or you implemented something that shows good performance?
hes showing a high-performance voxels in godot 4 normals test
what are you trying to show with this comment?
@@firstlast6796 my curiosity about the meaning of the video, what are you trying to do by not answering my question?
@@Augustman22 thanks!
@@pwhv not my video, but I'd assume its to show high-performance voxels in godot 4 with normals.
Whoa this is amazing
Thank for your tutorial really helpt me
minecraft 2 holy crap
Why nt?
Do you use greedy meshing or something like this?
No, i used some huge quads and some shaders to do it. Wait a little bit, and I make video about this technique
Feels like it had quads spanning entire section for each layers(so 128 + 1), used grid uv shader and selectively draw the section and did it for 3 axis so actually (129 * 3 = 387) quads if it was made this way. Even drawing inside of the closed area is honestly not much of perf loss since it's single quad with fragment shader fun anyway, by leaving out that optimization code could get real simple and even allow cut section views. That sounds quite doable and fun so I'm gonna try making one now! Not sure how physic would work in that case tho.. might try just filling it with collision boxes per blocks for now
@@jupiterbjy Exactly, you'r right!)
@@JewelByte yay! still couldn't figure out how to do the collision though, m curious how you solved it and wonder if more optimization steps are possible - like idk, bake each layer texture on CPU and hol in memory so it updates section only whenever block update happens, and GPU just draws it? Still not sure having complex shader with tons of branching on thousands of cores are better or mere few cores with baked image is better, wish I had time to test those out!
@@jupiterbjy Not 128 + 1 right? I mean you only need to draw the front face for each voxel in each direction so simply 128 faces on each axis should do the trick?
can you help point me in the right direction on how to do this? I would love to play with this.
play minecraft?
@@super_normaI Wow that's so clever, and well thought out! Thank you for sharing! In your favor, I should have clarified my question. I have been playing with different Github submissions and have tried coding my own voxel engine in Godot, but had not seen anything or anyone create something that allowed you to use a slider and different noise techniques to change the way chunks populate. I'm fairly new to Godot, and thought this was very impressive.
I don't think you can expect smth from a person who deliberately hides his hierarchy. As if we could get anything from it, lmao
@@upSIDEdnMedia I would give it a try using a GridMap. You can then use a noisemap (integrated into Godot 4) to generate a map. I've done so to create a sidescroller in 3D. But I'm sure there must be a way of doing this in 3D, too. Try with a single noisemap and if that doesn't suffice, just add another. :D Just play around a bit.
Hmmmmmmmmmmmmm, i can show it just a little bit later
Wow!
Röyksopp music video vibes, so cool
This looks amazing. I am looking at doing some 2D terrain(and learning Godot) after my current project. Do you have any source code for this that I can poke through?
Im doing fluid simulation now, and implementing some things. After that I can make guide for this terrain and fluids. I recommend try to use Godot 4.x, it's very powerfull engine :)
interesting, but idk what exactly is happening lol
Don't worry, just have fun :)