You are 100% going to blow up! This is really interesting stuff and you know what you're doing - loving the problem solving and general architecture you have for your code ^^
Thanks! I try to keep everything easy to see and quick to move along so I can make each minute of the video count for more, so it's nice to hear that's working out. Quite excited by the stuff I'm working on for next video too, will be excited to share :)
I suppose you actually are aware of this but making the voxels smaller can result in building being slower. If you wanted make a 4 m x 4 m wall, in minecraft it takes just 16 click, but here it can take between 64 and 128 clicks, depending on the thickness of the wall. The same can be said for breaking blocks. Chopping a minecraft tree would take more clicks in your game. Another thing about the voxels being smaller is that the tiling in textures is going to be more noticeable. There are going to be more repetitive patterns since the texture of each block is smaller. Maybe you could make random texture variations. I also wonder if you are going to make voxels that not actually full blocks, just like minecraft does (torches, fences, campfires, iron bars, chains, flower pots...) That being said, I'm excited for this project. Its refreshing to see someone trying to bring but the beta feel to their voxel engine. Most people here on youtube that make their own voxels engine always made them complex, with super tiny voxels and focus too much on realism or complicated mechanics. I just wanted to see someone remaking the simple feel of beta minecraft but with a new engine and improvements to the game design. So looking foward to see how this project goes!!
These are very valid points! However, I think that this might actually be a good thing - it means your speed of interacting with the world can be modulated more by the tools you have access to. I'd agree that for serious gameplay, you'd absolutely want multi-block placing and breaking, but those tools can be tactically gated behind progression to direct the player towards more interesting gameplay for their current set of abilities. For example, making blocks smaller disincentivises early-game strip mining or cheesing the first night by digging a three block hole, because there's slightly more friction and slowdown to doing these things. Later on, you could get tools that help you place and break patterns of blocks, which can then encourage you to explore new ways of depending on block placement and breaking, similar to how Fortnite's building system evolved into a whole meta. Of course, I'd be remiss not to mention that there's fundamental improvements to the input mode that can be made too. Things like inferring when a player is trying to drag out a line of blocks, for example, would make it ten times easier to build walls. These are design problems I'm thinking about too. As far as tiling textures goes, worry not - I'm not only planning for textures to span multiple block widths to combat this, but also I'm thinking about combining world space procedural details with predrawn textures for lovely variation :)
Oh, and on the topic of non-block shapes - yes, definitely! Those will be handled by a separate entity system rather than trying to fit them into voxel data like Minecraft does. Broadly though I'm looking to stick to uniform cubes for most things - I imagine entities being things like doors and work surfaces rather than block variations.
Wow! Those are actually good reasons to make the voxels a bit smaller. With what you siad, I ended up thinking that this could also disincentivise cheesy strategies has pillaring up when fighting mobs, enclosing them in block fastly or enclosing yourself when you are low health. This could even disincentivise griefing. Minecraft has a bit of a problem with griefing being unbalanced, it's much faster to destroy buildings than to building them, could be a good opportunity to look into that. Nice to see that you'd already looked into the tiling textures, I'm excited to see how mixing with procedural details will look. And I'm glad that you are going to non-block shapes. Minecraft builders use a lot of these types of block like ironbars and levers to make little details. It's suprising creative people can get.
You are 100% going to blow up! This is really interesting stuff and you know what you're doing - loving the problem solving and general architecture you have for your code ^^
thanks! :)
I like your no-nonsense approach to sharing what you're working on code snippets included.
Very cool.
Looking forward to next update. :)
Thanks! I try to keep everything easy to see and quick to move along so I can make each minute of the video count for more, so it's nice to hear that's working out. Quite excited by the stuff I'm working on for next video too, will be excited to share :)
Love your videos and projects, glad to see you uploading more :) It's nice to see your thought process
he speaks with his hands!
quite handy!
I love your videos and projects! Found you off of Blox.
Thank you! Happy to hear you've stuck around for so long lol
Wow this consistency in uploads is super awesome Dan!
While I won't be striving for exactly regular uploads, I'm definitely looking to be a bit more frequent than before :)
I suppose you actually are aware of this but making the voxels smaller can result in building being slower. If you wanted make a 4 m x 4 m wall, in minecraft it takes just 16 click, but here it can take between 64 and 128 clicks, depending on the thickness of the wall. The same can be said for breaking blocks. Chopping a minecraft tree would take more clicks in your game.
Another thing about the voxels being smaller is that the tiling in textures is going to be more noticeable. There are going to be more repetitive patterns since the texture of each block is smaller. Maybe you could make random texture variations.
I also wonder if you are going to make voxels that not actually full blocks, just like minecraft does (torches, fences, campfires, iron bars, chains, flower pots...)
That being said, I'm excited for this project. Its refreshing to see someone trying to bring but the beta feel to their voxel engine. Most people here on youtube that make their own voxels engine always made them complex, with super tiny voxels and focus too much on realism or complicated mechanics. I just wanted to see someone remaking the simple feel of beta minecraft but with a new engine and improvements to the game design. So looking foward to see how this project goes!!
These are very valid points! However, I think that this might actually be a good thing - it means your speed of interacting with the world can be modulated more by the tools you have access to. I'd agree that for serious gameplay, you'd absolutely want multi-block placing and breaking, but those tools can be tactically gated behind progression to direct the player towards more interesting gameplay for their current set of abilities. For example, making blocks smaller disincentivises early-game strip mining or cheesing the first night by digging a three block hole, because there's slightly more friction and slowdown to doing these things. Later on, you could get tools that help you place and break patterns of blocks, which can then encourage you to explore new ways of depending on block placement and breaking, similar to how Fortnite's building system evolved into a whole meta.
Of course, I'd be remiss not to mention that there's fundamental improvements to the input mode that can be made too. Things like inferring when a player is trying to drag out a line of blocks, for example, would make it ten times easier to build walls. These are design problems I'm thinking about too.
As far as tiling textures goes, worry not - I'm not only planning for textures to span multiple block widths to combat this, but also I'm thinking about combining world space procedural details with predrawn textures for lovely variation :)
Oh, and on the topic of non-block shapes - yes, definitely! Those will be handled by a separate entity system rather than trying to fit them into voxel data like Minecraft does. Broadly though I'm looking to stick to uniform cubes for most things - I imagine entities being things like doors and work surfaces rather than block variations.
Wow! Those are actually good reasons to make the voxels a bit smaller. With what you siad, I ended up thinking that this could also disincentivise cheesy strategies has pillaring up when fighting mobs, enclosing them in block fastly or enclosing yourself when you are low health. This could even disincentivise griefing. Minecraft has a bit of a problem with griefing being unbalanced, it's much faster to destroy buildings than to building them, could be a good opportunity to look into that.
Nice to see that you'd already looked into the tiling textures, I'm excited to see how mixing with procedural details will look.
And I'm glad that you are going to non-block shapes. Minecraft builders use a lot of these types of block like ironbars and levers to make little details. It's suprising creative people can get.
Rust is addictive
This is so cool
cant wait to see more
Yapfest 2024
What do I have to do to get that font
I don't currently have any plans to make it available, but maybe I could look into something in the future. No idea!
@@dphfox I would do anything ANYTHING
I don't know you, I don't know your videos. I was 100% sure you write your game engine in Rust.... yes now I've read the Rust part of the title.
I fit the nerd stereotypes like a glove 😁
ive been doing this,,, yours is better
also the framework on display... nice
@@tristan6052 I've really enjoyed my laptop so far! very nice and feels like a step up from my old surface laptop i used to use
my birthday is may 28th :D
I really hate their voice ngl I can’t watch this anymore. I wish i could watch without cringing because they are very smart and seem to know a lot. :(