this is really cool! I kind of wish it was more focused on the design & production pros-and-cons of using CSG, but it's cool how in-depth the technical details are. Now I'm gonna look into CSG more
Substantive talk. After watching a few videos like this, I'm hoping that Unity put put even more efforts behind CSG. I was enthusiastic about ProBuilder initially, but became disillusioned pretty quickly. I think this approach is more sound, can't wait to see where he goes with this going forward.
Here's a fun idea I was kicking around before I found this talk today: use this sort of an algorithm to box-up all the space between surfaces in a view-factors analysis. Then you can keep track of which rays in a raytrace will need to be re-computed when the world geometry changes. You can even pre-compute radiosity values for the fixed assets in the world and pre-load the ray bundles.
Very interesting talk! I remember you talked about CSG many many years ago on your blog. I would love to see this kind of thing being standard in engines again like Unreal honestly since the current BSP solution is slow and out-dated.
Chisel is currently not planned to become an official package, however, the more people ask Unity for CSG support will make it more likely that this will happen! So please keep asking Unity :)
@@fyrefly6631 Probuilder has its uses, but as a block out tool it's only part of the story. CSG is like alpha testing, and probuilder's closer to beta testing. Both could and should work in tandem especially for lower budget indie games, but when it comes to forming an environment rough draft, CSG is far and away the better workflow than in-editor poly modeling every single time.
Performance is a very broad term, but their new DOTS initiative and "High performance C#" and burst compiler are almost completely motivated by performance and seem very effective. It's very interesting, you should look it up.
English is obviously not his first language. How's your Danish? And it's obviously a home-streamed virtual talk during quarantine. Do you live under a rock?
@@krustytoast intelligent people, knowing their limitations, seek an alternative to their problem. If i were to do a video tutorial, and i know my english isn't clear enough, i would use TTS to narrate it, instead of forcing listeners to hear my terrible unintelligible english. but besides people that don't know their limitations, there are some commenters with limited logic reasoning too (or they are just kids).
i agree 1000% with you. such an important topic, and the author made us NOT understand it. (he could've used TTS to narrate) - i tried to turn on close captioning, but his english is so bad, some technical words got confused too.
I'm amazed that realtime, reliable CSG isn't already a mature tool that exists in every game engine. This is long overdue. Thank you.
this is really cool! I kind of wish it was more focused on the design & production pros-and-cons of using CSG, but it's cool how in-depth the technical details are. Now I'm gonna look into CSG more
Substantive talk. After watching a few videos like this, I'm hoping that Unity put put even more efforts behind CSG. I was enthusiastic about ProBuilder initially, but became disillusioned pretty quickly. I think this approach is more sound, can't wait to see where he goes with this going forward.
I greatly appreciate the work you are doing here sir.. great job !!!
Here's a fun idea I was kicking around before I found this talk today: use this sort of an algorithm to box-up all the space between surfaces in a view-factors analysis. Then you can keep track of which rays in a raytrace will need to be re-computed when the world geometry changes. You can even pre-compute radiosity values for the fixed assets in the world and pre-load the ray bundles.
The routing table is the four valued equivalent of a ROBDD. You can get the diagram by drawing a node for each row, and an edge for each cell.
Very interesting talk! I remember you talked about CSG many many years ago on your blog. I would love to see this kind of thing being standard in engines again like Unreal honestly since the current BSP solution is slow and out-dated.
In depth technical details are great, going to try to program this
This was a great talk. It broke down the algo in a way that you could implement yourself.
Will Chisel be added as an official package in unity's package manager??
It will be really helpful though having it over there :D
I asked in the QA after the 2020 roadmap and received no real answer. There's only hoping
Chisel is currently not planned to become an official package, however, the more people ask Unity for CSG support will make it more likely that this will happen! So please keep asking Unity :)
@@TheLogicalError Why not? Realtime is a package, and Chisel should be even better (and not device-dependent).
@@tacman1123 It's simply not up to me to decide these things at Unity
Deeply tragic waste of talent, Unity doesn't even hire this guy for level building, but for entirely different things.
And they pursue other avenues like ProBuilder, but this CSG from Sander is far superior
@@fyrefly6631 Probuilder has its uses, but as a block out tool it's only part of the story.
CSG is like alpha testing, and probuilder's closer to beta testing. Both could and should work in tandem especially for lower budget indie games, but when it comes to forming an environment rough draft, CSG is far and away the better workflow than in-editor poly modeling every single time.
Has anyone tried doing this sort of thing with SDFs?
How's unity performance been recently? I remember it was terrible back in 2015.
Performance is a very broad term, but their new DOTS initiative and "High performance C#" and burst compiler are almost completely motivated by performance and seem very effective. It's very interesting, you should look it up.
Logan is the wolverine
His pronunciation is hard to understand and the audio quality is rather poor. This was painful to listen to
English is obviously not his first language. How's your Danish? And it's obviously a home-streamed virtual talk during quarantine. Do you live under a rock?
@@krustytoast He's a Dutchman, i notice his Dutch accent.
I understood perfectly and the talk was good imo
@@krustytoast intelligent people, knowing their limitations, seek an alternative to their problem. If i were to do a video tutorial, and i know my english isn't clear enough, i would use TTS to narrate it, instead of forcing listeners to hear my terrible unintelligible english. but besides people that don't know their limitations, there are some commenters with limited logic reasoning too (or they are just kids).
i agree 1000% with you. such an important topic, and the author made us NOT understand it. (he could've used TTS to narrate) - i tried to turn on close captioning, but his english is so bad, some technical words got confused too.