The fact that you made it open source is great. I remember when I first started scripting things like that genuinely helped me learn so much so fast, so it's great that you're doing that :D
If roblox adds shaders then your project could actually be publishable, but without them it will be very hard to add more block textures and everything related to rendering
There was game called voxels that was amazing. You can look up videos on it. But it was prob one of the best Minecraft inspired roblox games. They weren’t even going hard on copying Minecraft there was a lot of unique features. Sadly it got taken down.
@@MopBK I can't send a link because youtube will delete my comment but it is the property of ImageLabel called ResampleMode. The documentation for this reads: "By default, the image smooths out texture when displayed on the screen larger or smaller than its size in texture memory. When set to Enum.ResamplerMode.Pixelated, the image preserves the sharp edges of pixels." Additionally: Default 0 Bilinear filtering of the four near pixels in the image. Pixelated 1 Nearest neighbor filtering of the closest pixel in the image.
for your terrain generation, you could do like minecraft: generate shape, water below y=62, then caves, ores, terrain (grass, sand) and decoration (trees, villages, structures etc). of course i miss some but you get it, there's some explaination vids out on yt about minecraft's worldgen. anyway good work man, hope they add texture scaling parameters (maybe soon since doing it in opengl is super easy, roblox uses opengl btw)
Eh roblox uses mainly dirext11 or something it's like an automatic setting between direct10 direct11 opengl ans Vulkan but vulkan only works on like phones and 99% of the time direct(11 or 10) gets chosen, when opengl is then those like outlined parts that are filled eith transparency are dotted instead of actually veing Trans parent, models too close to the camara clip and be invisible half way through reaching the end of the screen and the performance is 10x worse
yo uh, you know as a bandaid fix you can just upscale the texture to 1024x1024 per block (ik thats alot but like if roblox adds the nearest neighbour upscaling or whatever it would not be needed anymore) just for like a polishing up temporarily
1024 pixels per block texture would create insane memory usage. my voxel game has 16 pixel textures, and an 8*8 texture atlas, and it already takes up almost a gig of ram only for textures
Only real, and experienced programmers understand the excitement in 2nix' voice. Because the feeling of finally getting something right, and working after a LONG LONG LONG LONG time of working on it, is amazing.
I absolutly love this project! I have been thinking on making something simular. i have a question though How exactly do you plan on storing the world so that you can rejoin the same world? will you just have the players join the same jobId or will you store all chunk data in datastores? i think both options are not ideal because having them join the same jobId would prevent you from updating the world to newer versions and storing the chunk data in datastores seems not feasable because it would be to much data. a simple world in Minecraft for example can take up megabytes.
4:58 It's not optimal in the slightest but if Roblox don't add that feature you could just manually upload a, for example, 32x32 nearest neighbour texture (so the effect of the upscaling is less obvious)
I want to ask because those editable meshes are brand new feature, are they really better than parts? yk with normal meshes you need to wait for them to load from website which makes them worse than parts for this kind of stuff, how is it about editables tho?
I'm not a programmer however I'll just give my thoughts on a few things, so make of them what you will. One of my concerns, seeing as the terrain has no collision, is that the camera can phase through it. Sure, around the player there are parts that have collision on, but what about a random nearby mountain? If I zoom out will it be able to enter it? Theoretically it should, so that's something that will need fixing if it works like I think it does. Another thing, again, not a programmer, but I believe you can upscale the texture map in Photoshop using the Nearest Pixel scaling mode and not have to wait for Roblox to add upscaling customizability. Last thing I want to mention is that the old, more bare bones, textures I feel fit Roblox better. Now, of course, this is a preference thing, but I figured I'd mention it either way. Anyway, congrats on what you've made so far and I wish you as little headaches as possible during whatever the next thing you'll start working on is!
@@throwawayname420 1. The camera lacking collisions can be fixed with some code, but I didn't give it a second thought since I'd been viewing it as a first person game 2. Two issues with upscaling in photoshop, the max size Roblox accepts for EditableImage would be 1024x1024 (current atlas is 64x64) which wouldn't be enough. Secondly, The purpose of having a small EditableImage is strictly for performance. 3. The textures are temporary placeholders
I have some issues while making my minecraft clone “Cavegame” 1. Worlds are 864x864 (-432 to 432), Limited intentionally. 2. Loading And Unloading chunks in a limited world. (WHYS MY LIFE SO DIFFICULT) 3. Intentional Farlands. (REPLICATING BUGS IS PPPPAAAAAIIIINNNNNNN)
There is already game that called "miniblox" and it the best recreation of Minecraft without using the same code (like eaglercraft) so.. it would be better to change the name, so you don't run into any issues. But anyway the game works great 👍
any tips on making the textures + how would i go about it? i really want to make custom ones that do fit but i dont know how i would do it please help!!!
This is really crazy cause i just started making my own recently because your old video and today ive been working on better generation with that 3d noise but i still dont understand how to squish the noise map
one optimization you can consider is greedy meshing, which is merging same blocks together in result for fewer polygon counts. it may not be worth it given its likely a minor optimization in your case, but it could probably allow for better performance with high chunk draw distances.
@@exolyne. each chunk uses a single editableimage, and the positions of vertices of each cube face are positioned to the correct block in the texture atlas (kinda like how you texture in blender)
havent watched the full video but you can fix the blurry textures by (extremely shitty way) using surface guis then using image labels and settings their ResampleMode to pixelated. they really need to add this to textures
I am not sure if using editable meshes improves performance, since even though you removed those faces, roblox already has backface culling, so they are not even rendered anyways.
@@twonix Are you using a single mesh for everything?, Also I am not sure about the collision system, since stuff moving at a high velocity might suffer from a thing called tunneling and clip through, before the collisions can be done.
I subbed to you a while ago and have been waiting for you to finally post again ooohoooh i havent started watching im already hyped I love your videos ahahahagaghha
Hi Brother. Performance of new proto type is best, definitely the 9 monthes was worthwhile. Cant wait to see more your coming videos and projections, hoever I think you say that previously you will post coding tutorials and this was from really long time. Still Now waiting for some coding tutorial, so perhaps did you delete these prospect? Anyhow anything of your contents is super, just asking because I was wait this from you and I watch you from long time btw. I’m minor dev and I compose simple game only (sorry about poor english)
I just started watching your videos a day before this upload. I saw that it was an entire year since you uploaded and people were saying u died. Thankfully not haha!
I really hope to see this game turn into something like Hytale, I really like their art style and it would be fun to see it on Roblox. It would be like a mix of Hytale and Islands. Glad to see you’re back!
Feel free to play around and add onto the project here! :D
github.com/mustafakhafaji/mineblox
WELCOME BACK!!! 🎉
Excited you’re back!
While your away bloxburg surged in popularity
Roblox made every hat worth 105 robux and now
You’re back to save us all
RESLLY? ITZ FREE?
tbh, now you just made it look shit, A WHOLE YEAR WASTED
FINALLY!
I KNOW RIGHT
Wait u watch his videos
just checked your channel, cough cough free clout? cough cough.
frenchrxses is one of 2nix’s friends yall!!
Yhthg
I really like those blurry, filtered textures, they remind me of that old Voxel Terrain ROBLOX used to have
@@v-14415 Ahahaha true forgot about those
same
Its been a year daddy..
Daddy 💀
I really really miss you...
(Do the chain)
@@Neokleoz ?
@@Neokleoz Mommy says you went to the store to get milk
@@SCP-Foundation-Safety-Teamin a beautiful place, called heaven
Crazy impressive!
I can finally see a real world example of multi threading, meshes and fractal perlin noise
The fact that you made it open source is great. I remember when I first started scripting things like that genuinely helped me learn so much so fast, so it's great that you're doing that :D
If roblox adds shaders then your project could actually be publishable, but without them it will be very hard to add more block textures and everything related to rendering
you are completely wrong
Dafzqcks does this mean
@@explodinghammeronthe17thof36 if Roblox adds support for writing code on the gpu
There was game called voxels that was amazing. You can look up videos on it. But it was prob one of the best Minecraft inspired roblox games. They weren’t even going hard on copying Minecraft there was a lot of unique features. Sadly it got taken down.
should've played it when i had the chance
Didnt the guy who made this video make it?
@@ithoughtso.7016 no
Roblox does support nearest upscaling, look in the documentation for how to enable it
I can't find anything about it. Can you send a link?
@@MopBK I can't send a link because youtube will delete my comment but it is the property of ImageLabel called ResampleMode.
The documentation for this reads: "By default, the image smooths out texture when displayed on the screen larger or smaller than its size in texture memory. When set to Enum.ResamplerMode.Pixelated, the image preserves the sharp edges of pixels."
Additionally:
Default 0
Bilinear filtering of the four near pixels in the image.
Pixelated 1
Nearest neighbor filtering of the closest pixel in the image.
@@MopBK I can't but you can set the ImageLabel property called ResampleMode to Enum.ResamplerMode.Pixelated to change it to nearest upscaling
@@MopBK I can't but you can set the property called ResampleMode of an ImageLabel to Enum ResamplerMode Pixelated to use nearest upscaling
Also this is all in "Engine API Reference" in the docs
This is looking amazing!! I'm really looking forward to seeing what this project will become in the future.
for your terrain generation, you could do like minecraft: generate shape, water below y=62, then caves, ores, terrain (grass, sand) and decoration (trees, villages, structures etc). of course i miss some but you get it, there's some explaination vids out on yt about minecraft's worldgen. anyway good work man, hope they add texture scaling parameters (maybe soon since doing it in opengl is super easy, roblox uses opengl btw)
Eh roblox uses mainly dirext11 or something it's like an automatic setting between direct10 direct11 opengl ans Vulkan but vulkan only works on like phones and 99% of the time direct(11 or 10) gets chosen, when opengl is then those like outlined parts that are filled eith transparency are dotted instead of actually veing Trans parent, models too close to the camara clip and be invisible half way through reaching the end of the screen and the performance is 10x worse
Holy fuck he uploaded😱
I thought I'd never see the day
its 4:53am, damn you for uploading now i have to stay up until i finish watching this
Wow I can't believe this is open sourced
Loved this project sm man, sad to see its slowly dying 💔
IM SO GLAD UR BACK I LOVE THESE VIDEOS THEY R SO ENTERTAINING PLEASE DO MORE EVEN IF ITS JUST YAPPING
1:10 you could get around the blurry textures issue by using multiple meshes per chunk and multiple atlases
yo uh, you know as a bandaid fix you can just upscale the texture to 1024x1024 per block (ik thats alot but like if roblox adds the nearest neighbour upscaling or whatever it would not be needed anymore) just for like a polishing up temporarily
Erm wtf! He literally stated he used a atlas texture and that's already like 1024p
@@explodinghammeronthe17thof36 i mean per block as in each block has 1024p
1024 pixels per block texture would create insane memory usage. my voxel game has 16 pixel textures, and an 8*8 texture atlas, and it already takes up almost a gig of ram only for textures
I've been waiting so long for this..
This is pretty dope, I might convert my terrain generator to also use editable meshes
@@agentlua I'd recommend it
Only real, and experienced programmers understand the excitement in 2nix' voice.
Because the feeling of finally getting something right, and working after a LONG LONG LONG LONG time of working on it, is amazing.
I absolutly love this project! I have been thinking on making something simular.
i have a question though
How exactly do you plan on storing the world so that you can rejoin the same world?
will you just have the players join the same jobId or will you store all chunk data in datastores?
i think both options are not ideal because having them join the same jobId would prevent you from updating the world to newer versions and storing the chunk data in datastores seems not feasable because it would be to much data. a simple world in Minecraft for example can take up megabytes.
Bro doesn’t post in almost 2 years (on his main) decides to pull up with Roblox Minecraft content
You can actually change the image resample mode for the ImageLabel, the options being Default and Pixelated (pixelated is probably None)
4:58 It's not optimal in the slightest but if Roblox don't add that feature you could just manually upload a, for example, 32x32 nearest neighbour texture (so the effect of the upscaling is less obvious)
7:26 crazy i was also on vacation
Omg i love it it was a long a go you started this series 😢
I want to ask because those editable meshes are brand new feature, are they really better than parts? yk with normal meshes you need to wait for them to load from website which makes them worse than parts for this kind of stuff, how is it about editables tho?
I'm not a programmer however I'll just give my thoughts on a few things, so make of them what you will. One of my concerns, seeing as the terrain has no collision, is that the camera can phase through it. Sure, around the player there are parts that have collision on, but what about a random nearby mountain? If I zoom out will it be able to enter it? Theoretically it should, so that's something that will need fixing if it works like I think it does. Another thing, again, not a programmer, but I believe you can upscale the texture map in Photoshop using the Nearest Pixel scaling mode and not have to wait for Roblox to add upscaling customizability. Last thing I want to mention is that the old, more bare bones, textures I feel fit Roblox better. Now, of course, this is a preference thing, but I figured I'd mention it either way. Anyway, congrats on what you've made so far and I wish you as little headaches as possible during whatever the next thing you'll start working on is!
@@throwawayname420 1. The camera lacking collisions can be fixed with some code, but I didn't give it a second thought since I'd been viewing it as a first person game
2. Two issues with upscaling in photoshop, the max size Roblox accepts for EditableImage would be 1024x1024 (current atlas is 64x64) which wouldn't be enough. Secondly, The purpose of having a small EditableImage is strictly for performance.
3. The textures are temporary placeholders
HE CAME BACK WHEN WE NEEDED HIM THE MOST 😭😭😭
I see you've probably watched Henrik Kniberg's videos on the new Minecraft terrain generation!
@@Vextrove Yes!
Sad you left, but follow your dreams and still I’ve your content ❤
What is love⁉️ 😇 (yay he posted)
This makes me want to make a game myself on Roblox especially with the newer features they put out
I have some issues while making my minecraft clone “Cavegame”
1. Worlds are 864x864 (-432 to 432), Limited intentionally.
2. Loading And Unloading chunks in a limited world. (WHYS MY LIFE SO DIFFICULT)
3. Intentional Farlands. (REPLICATING BUGS IS PPPPAAAAAIIIINNNNNNN)
Yo, I asked for caves and biomes, thank you so much for planning it!!!
To fix the textures you can change the Resample mode from Default to Pixelated idk for sure but it might work
The bloxburg days 😢😢
👇
There is already game that called "miniblox" and it the best recreation of Minecraft without using the same code (like eaglercraft) so.. it would be better to change the name, so you don't run into any issues.
But anyway the game works great 👍
Bro thought he was Dani 😭
me too bro 😭🙏
he is as good as Dani
People seeing any programmer (its literally a reference to that youtuber who literally dissapeared for 2 years why do people still remember him)
@@Neio-14 He was and still is the biggest indie developer, and his videos got millions of views, people still to this day try to inmate him as well
@@LuaPuzzle i think the biggest indie developer is notch...
bro the moment i saw the notification I clicked it instantly
Same
any tips on making the textures + how would i go about it? i really want to make custom ones that do fit but i dont know how i would do it please help!!!
speedbuild pt 2?
This is really crazy cause i just started making my own recently because your old video and today ive been working on better generation with that 3d noise but i still dont understand how to squish the noise map
v1.0 is spawns me into an empty space for some reason I think it broke.
The collisions are genius
one optimization you can consider is greedy meshing, which is merging same blocks together in result for fewer polygon counts.
it may not be worth it given its likely a minor optimization in your case, but it could probably allow for better performance with high chunk draw distances.
@@exolyne. Greedy meshing is very good for performance, but wouldn't work with editable images
@@twonix couldn't you create a new editableimage for each block side?
im not too familiar with how it works so i might have said nonsense
@@exolyne. each chunk uses a single editableimage, and the positions of vertices of each cube face are positioned to the correct block in the texture atlas (kinda like how you texture in blender)
@@SFSPerseverance69420 yeah ive realized how it works by now
OMG HE IS BACKKKK
When is bro going to upload on he’s main
Yessss finally, I have been waiting for this!!
king has uploaded 👑 really tho your vids are amazing 🙏
5:07 its probably bilinear or i forgor the name
ITS BEEN A YEAR YEAAAAAA FINALLY
this is awesome! I wish you well, 2nix!!!
havent watched the full video but you can fix the blurry textures by (extremely shitty way) using surface guis then using image labels and settings their ResampleMode to pixelated. they really need to add this to textures
Maybe use multiple texture atlases so that they can be higher resolution?
took long enough !
NO WAY ITS BEEN A YEAR
WELCOME BACK!!! 🎉
OMG AFTER WAITING FINALLY I NEVER FORGOT YOUR VIDEOS
bro can u pls make a tutorial series we will all like u a lot better
We need pointers in roblox so we can make normal data structures
I DIDNT THINK THIS WAS POSSIBLE ⁉️
I am not sure if using editable meshes improves performance, since even though you removed those faces, roblox already has backface culling, so they are not even rendered anyways.
It reduces instance count
@@twonix Are you using a single mesh for everything?, Also I am not sure about the collision system, since stuff moving at a high velocity might suffer from a thing called tunneling and clip through, before the collisions can be done.
OMG YOU'RE BACK !!
I subbed to you a while ago and have been waiting for you to finally post again ooohoooh i havent started watching im already hyped I love your videos ahahahagaghha
YOOOOOO I'VE BEEN WAITING SO MUCCCCCCCCCCCCH
He's really teaching us assembly in luau 💀
“edididididiable meshes”
YAY ITS OPEN SORCE I CAN REMAKE MY OLD MINECRAFT
omg thank u father
AYO???
It's been over a year dude!
No way he's back 🤯
i thought youd never upload again 😭🙏
hi
Omg, I thought he just disappeared from the youtube world of posting 😭
In regards to the open sourcing of this:
Just this version? Or every version?
I am saving you some time by telling you this, But the values for minecraft's spline maps is unknown. Just make your own terrain generation
This is insane, nice job!
From a performance perspective do you think its realistic to make a FPS game with this system?
you can just make the texture bigger and upload that
But thats kinda worrying right? cuz Minecraft (the original game) might delete roblox because of this maybe, or maybe only the experience
No
11 months😢
i have beef with u
why didn’t u come vidcon 😢
@@SiimplyBubliieyou should’ve kidnapped him and brought him
You finally returned! Please don't disappear again!
Are buffers and editable meshes/images out of beta already?
LET'S GOOOO
EARLY, UR BACK, I LOVE THIS CHANNEL PLEASE DONT LEAVE US AGAIN
Hi Brother. Performance of new proto type is best, definitely the 9 monthes was worthwhile. Cant wait to see more your coming videos and projections, hoever I think you say that previously you will post coding tutorials and this was from really long time. Still Now waiting for some coding tutorial, so perhaps did you delete these prospect? Anyhow anything of your contents is super, just asking because I was wait this from you and I watch you from long time btw. I’m minor dev and I compose simple game only (sorry about poor english)
so basically like how minecraft does it?
yeah, pretty much
He’s returned!!!
I wish this man would unban me after i was banned for no reason from his discord server :heart:
CRAZY
YESSSSSSSS FIANLLYYYYYYYYY!!!!!!!!!!🎉🎉🎉🎉🎉🎉🎉🎉🎉
I just started watching your videos a day before this upload. I saw that it was an entire year since you uploaded and people were saying u died. Thankfully not haha!
2NIX BACK ON THE GRIND 🔥🔥🔥🔥🔥🔥
Is there fire cuz i can't light up the neather portal
W video it was very interesting
Add greedy meshing
I really hope to see this game turn into something like Hytale, I really like their art style and it would be fun to see it on Roblox. It would be like a mix of Hytale and Islands. Glad to see you’re back!