Very much appreciating the overwhelming support so far on the video. Thank you all, a couple of things to note after reading and responding to all of your comments so far: - If you have any questions, my discord server is linked here where you can ask anything - discord.gg/8qygkyVz5Y - LOD system will be useful and added. - I have attempted to use Editable meshes to render the client side generation as it should be more performant, however, it seems like a Roblox issue but client side memory is very limited for editable meshes at the moment, and server side replication is not possible as of right now, I will monitor this method and try to avoid this issue before next video.
could you add mobs? and maybe swimming, I more or less wanna learn how swimming is implemented in Roblox, as this is the one thing everyone makes differently by using the default roblox water, or attempting to make their own, either way no 2 games with swimming feels the same
You should try to make it so the player is always near/at the central position of the world. The farther you go from the center of the world the more distortions happen to the models and they begin to tear as the position of the vertices become less and less accurate. It'd be a challenge but I feel like you'd be able to do such thing. Also, this is so sick man!
This is true, for a true infinite world this is something I’d have to deal with, difficult with multiple clients as some clients may have the 0,0,0 chunk at the centre of the world whilst if I move any other clients to the centre somehow along with their rendered chunks it would be complex, still possible though so once the world gets so big we will attempt to fix this problem 👍
@@mufradr Partially actually! Though not exactly the reason why the farlands happen. It is one of the artifacts you get in the farlands however. The farlands is the game not understanding how to load the chunks while the other simply doesnt know how to build the individual blocks causing tears and seams between the faces!
Appreciate the kind words, once I’ve added trees and caving, structures are very high on my list 👍 I do really want to implement structures, as they are a big part of Minecraft
suggestion 1: add a way to make custom skins suggestion 2: add some stuff that minecraft doesn't have so if the game gets taken down you can just change some stuff and hopefully bring it back
I'm really glad you optimized the chunks knowing how laggy it would be for any regular player, and also that you used a proper terrain generation system.
That's the most important thing in my opinion when it comes to a game project like this (if not even all projects), the game must be playable to everyone, testing has been done on mobile, console and PC devices to make sure it all ran as expected
This is incredible!! 2 months ago I began working on a "minecraft system" of sorts and was able to reimplement the logic Minecraft uses to handle different tool types and tiers breaking a block, alongside a way to 'add' new types of blocks (each of them being a module that contains all of the block's properties, which would then be loaded onto the block itself), but I got stuck on world generation and began to think it wouldn't even be possible at all... This video is gonna be a lifesaver if I try to give worldgen another shot in the future lmao
I loved how you implemented the "new" (not really new anymore) actor instances in this project. I also enjoyed how you explained certain things like 'greedy meshing' as before I actually didn't understand it well, so your explanation helped me out a bit. Suggestion: When you eventually add mobs use actors as well, then just make it one big mesh with a animation editor so you can have a bunch of mobs. Also maybe add entity culling after that mob system is finished, but you should probably worry about blocks and inventory before that 😅
😂 great to see the explanations helped a bit, (even if buffers and actors aren’t that new anymore 😂), once the block side of the project is complete, entities and entity culling will be very important for performance! Very excited to bring it into the project
This isn't much of a big change but I think you should make the DepthMode on the Highlights for when hovering over a block Occluded instead of AlwaysOnTop. This helps replicate the effect that is in actual Minecraft.
A couple of people have suggested this! This is something I somehow missed and will definitely be changed for next episode 👍 appreciate you watching and thanks for the comment
There's another thing, you can draw faces with triangles in Roblox by code, so that's even ore performance, not rendering or creating faces of blocks even if they are invisible
Are you referring to editable meshes? If so then I have already written the code for the noise generation using this, however didn’t mention it in the video. The reason for this is because when attempting to render editable meshes client side, I kept hitting the max memory usage for editable meshes, which seems to be a Roblox limitation at the moment unfortunately. However once this gets improved or I find a way around this I will 100% use this method, there will be no method better 👍👍
from the eyes of an amateur scripter, this video is incredible! i've always wanted to recreate the classic roblox voxel terrain, maybe this video could be a step in helping me learn that (but that's far in the future.) either way, amazing video! would love to see some stuff i never see in other recreations like entities or structures. the fact that you added the mesa biome already makes it stand out to me, great work!
Structures is very high on the list and will be soon if not next episode, however appreciate your kind words and hope this video pushes devs to make better clones! Would love to see more
There was definitely very limited content on greedy meshing, and even though I didn’t go into the source code details hopefully this video shows that it is possible and effective 👍, appreciate you watching
i never thought u would be back, u prolly won't remember but i commented on ur past videos the way u research and use the same algorithms as minecraft for terrain generation is so good but i really wanna see u making a game of ur own idea after this project, u would be a millionaire fr
Very much appreciate you sticking around after so long! Don't worry, I've been cooking up my own game AS well as this in the background.. There will be a video on that soon as well!!! In the mean time, Appreciate you sticking around and hope you enjoy this video!
You should also implement the distant horizons rendering system so that you can have 256 chunk render distance (or more) A summary on how it works is that it just simplifies the shapes to cubes but since its so far, you can't notice it (other games also do this)
Everything seems very amazing and well done and better than any Minecraft clone in Roblox I’ve ever seen, I could say you can improve your pixel art skills but keep it very simple and not too detailed, good luck
The developing skills and the explaining skills, you are very underrated and it's crazy how you currently only have 3 thousand subscribers. hope you get more in the future. Crazily underrated
really solid project, i like the work here. but the optimization of deleting non-visible blocks might have some issues. it opens the door for exploits, like using apps (e.g., clumsy) to lag and mess with packets, allowing players to glitch through blocks. i’ve seen this technique in Mining Simulator a while back. by introducing lag and breaking blocks under specific conditions, i was able to glitch out of the mines and move around freely, almost like a noclip effect. (not exactly, but i think you get the point, anything that was rendered by anyone i could walk on) the same could happen here if players mess with the optimization. a potential fix could involve checking player coordinates against nearby blocks and verifying if those blocks were removed by optimization. i’m still learning roblox and lua, but with my experience in cheats (roblox, minecraft), i think this could help fix some potential bugs / exploits.
This feature will definitely help with the addition of cave systems which will be rendered due to their surface but be underground (in the current model), however, our system of removing blocks is essential in making sure that before we even send the part data to the client to render, the blocks underneath the surface are not taken into account and rendered in the first place. This results in a faster greedy mesh on the server, a smaller buffer with the part data to the client and also less rendering to complete on the client per chunk 👍
The improvement is actually insane, like the wait was totally worth it because this has to be possibly the fastest terrain generation on roblox I’ve seen. Shot Ash! 👍
This version of the minecraft in roblox clone was a long time in the making, testing and throwing monitors across rooms 🤣, however the results so far are very promising and would love to let others experience a version at some point 👍
Appreciate you for taking the time to watch, will try and get the other features completed as soon as possible, to look at possible ways to release a version of the game!
Good work brother, would love to see this project completed someday, especially if you add simplistic survival systems, world saving, and an end goal of some kind. (getting creative/original with it would be a massive +).
100%, at the end of the project I really want to steer away from the minecraft direction and move into a voxel game with a story line, different characters, mobs and items!
@AshRBX_dev Very cool! my only piece of advice to you would be to keep the story open ended with some broad end goal of some kind (like summoning and killing a boss) or something along those lines without actually holding the player down in any way. That being said it's your game and you do with it what you think is best! completing it alone is more then I can say for my current projects right now.
Agreed, at the end of the day, the whole point of an open infinite world game is that the player has freedom, and this will be a massive part of how I construct either a story within the game or which dynamic I will aim for with the game (most likely to be a spatial reasoning game)
When you're looking at a block, you should make the highlight depth mode to occluded instead of always on top Super super cool video, I didn't know FloatCurveKeys existed until now
This is a great point, I will change that next time I’m working on it 😄, indeed, float curves aren’t used a lot and can be very useful in certain scenarios!
A good suggestion on the texture, To avoid the texture repeating maybe rotate the texture in random directions so that it looks less repetitive (E.g: Minecraft grass)
This actually looks insanely good! Can't wait for the next episode Do you know how fast it's possible to make chunk rendering? A few years ago, I tried making a clone too, but when I added updatable water, it ended up lagging a bunch cause it had to redraw chunks every few seconds. I might try to remake my clone though cause luau has gotten a bit faster and there's a few new features, including those buffer objects which I somehow haven't used yet (thanks for inspiring and motivating me).
Glad this could motivate you to start it up again! The problem with Roblox studio is that it’s built with awful performance devices in mind, therefore there are still limits to what you can do. However, buffers, parallel scripting and editable meshes are a great step forward in allowing for voxel generation to be a plausible option which is exciting, so I would definitely give it a try 👍
you should add the ability to import a minecraft skin texture to roblox and use the id of the image to use ingame as a skin. you should also add slim arms
Yep, a lot of developers find optimization a daunting task, however can be the most important aspect (especially with Roblox studio and intensive projects), regardless, thanks for watching 👍
I should have mentioned this in the video (just based on the amount of comments), however I have already coded a solution to this with editable meshes. It seems to have issues when rendering client side due to “maximum client memory use”, with only 3 editable meshes which is very concerning. Furthermore, I tried to fix this by rendering server side and there was no client replication of the terrain itself, which was a shame. However, once this is fixed or I can find a work around on the memory issue it will 100% be something I switch to on the client side generation after greedy meshing 👍
not sure if this could help, but if you put a special mesh onto filemesh, leave it blank, and then put a texture on it'll place the texture on all 6 sides of the block instead of having to put 6 individual decals on the block.
Apologies for not mentioning in the video, but since episode 2 we have changed this to now use something called a material variant, basically the variant corresponds to the ID that the block is in the buffers, and it’s much more performant than spawning textures on all 6 faces 👍
I honestly think the players hand should actually be a Viewport Frame, because it clips through stuff like blocks, and having it be a gui (which isn't too far off from how actual Minecraft does it) would be better, although the only Issue I could see would be it clashing with any lighting changes.
This could be something I do rather than using a mesh, this was noticeable in one of the clips used towards the end which I’m sure you spotted, I will have a play around with this idea and if it’s used I’ll be sure to give credit 👍👍
The damage system for survival will definitely be important, however it would be limited until mobs as the only fall damage options would be drowning, fall dmg and maybe lava in caves, so it would be fairly limited until mobs are in 👍
suggestions: add an inventory add mobs (friendly and hostile) add structures like village, dungeons etc. maybe add some dimensions too make a weather system maybe im too late but i hope you see this
Never too late! These are great suggestions, Villages, dungeons and desert temples are very high on the list along with cave generation, and you will see this next episode. Mobs and inventory will most likely come after that 👍
@ don’t understand a single thing you were talking about but the video through and through was fire. Is this a new build from your previous attempt a year ago? I just found this channel.
you should do something to stand out from all the other minecraft clones on roblox, like perhaps turning it into some sort of normal game instead of a sandbox, or somehow making it a tycoon/simulator.
This is a really good idea for the future, Due to copyright, I doubt the final project will be publishable as seen in the past with other clones, so something like this using the project as a backbone would be a great alternative! Thanks for your idea, and hope you enjoyed 👍
there is nothing legally stopping you from releasing this AS LONG as you're textures, branding, and title is original. its perfectly legal. Just look at minetest!
I actually dev a Skyblock on roblox and i'm watching your video, it's very interesting of how the other people make their thing, actually i don't need actors rn and i use a chunk system that allow you to have more than 8 bits integer as a block data (i have a constant buffer size of 12 bits per block, not in datastore), i'm using a very interesting system called "palette". A palette is a array of block state (you can have name, facings and even more) the index of the block state define the integer to give at the pointer in the chunk buffer, a chunk is a complex data structure: tile_entites, sections that contains chunk data, a section is a 16x16x16 buffer with 12 bits per blocks (4096 blocks in total) Now let me introduce the compression system based on the length of the block palette, get your palette size + 1 and use base 2 log to get the number of bits per blocks. Surely you can improve this chunk system with extra features like Run Lenght Encoding or the others. For the end, if you are using Decal or Texture Instances, stop using them, use a MeshPart for Multiple texture or a Material Variant.
This is a great system, the palette idea you describe here or similar compression methods is definitely something I will look to do with the buffers, seeing as at the moment, we are only storing a block ID as an 8 bit number. In terms of the RLE comment, this will definitely be something I plan to use when saving world states and can also reduce buffer sizes in memory. Finally, this version that you see in the video uses mesh parts as the blocks, with material variants corresponding to the blocks ID, therefore removing the requirement of multiple textures per block as seen in previous episodes. 👍Great suggestions and hope you enjoyed
Idea: Make the water (when you add functionality) work like that mod that makes water volume dynamic. So basically, water isn't infinite and actually flows.
Absolutely insane, I do hope you reconsider making this public eventually, this is one of the coolest examples of optimization I've ever seen in Roblox Studio!
Appreciate that, a lot of people want to play something like this, so I am definitely thinking about eventually releasing, however some things will most likely have to be changed about the game which I'd be happy to do 👍
In terms of a Minecraft clone, no (definitely not). As you mention, Minecraft clones have existed for a long time. This video is not about me releasing another minecraft clone for everyone, its about using available roblox studio tools to try and make it as performant as possible, which other minecraft clones seem to lack 👍
@GP22855 roblox minecraft games world generation always suck and look weird and are choppy, but his lis smooth and the generation is great, especially the biomes and stuff
u can try using the occlusion thing where the game doesnt render objects that can not be seen by the player (apologies if u already implemented it, i didnt watch the vid in detail)
Apologies for missing this out in the video, however, episode 2 and the texture part of the video is a bit misleading for this one, all of the textures are now done with material service except for the top and bottom of the blocks (depending if that face is visible or not), for example all grass has its own material in the material service, then a texture is applied on the top face for the grass 👍, if there’s a better way to change the top of the block maybe some sort of UV mapping then please do let me know
Voxels is a great version that has most elements of Minecraft in it, however I believe their max render distance is approximately 6 chunks and I want to try and optimise a voxel engine that can push past the limits of their game 👍, there's no competition with voxel engines, it's a great project overall to complete and would love to see them work on theirs more
@AshRBX_dev thanks for your feedback, we'll continue working to improve the game even further. you're currently the strongest competitor for voxels- wishing you the best of luck in growing your game!
you should implement fog or render distance. the new ROBLOX occlusion culling kind of does a bit of the performance the job but i'm not sure if you have it available.
Yes will 100% add fog, will definitely add a natural wall between the player and the edge chunks. The new Roblox culling will at this moment in time be useful for stuff like cave generation, however our system removes all parts before even being sent to the client, and will remain useful for reducing greedy meshing computation and memory required to send chunk part data to the client 👍
Very much appreciating the overwhelming support so far on the video. Thank you all, a couple of things to note after reading and responding to all of your comments so far:
- If you have any questions, my discord server is linked here where you can ask anything - discord.gg/8qygkyVz5Y
- LOD system will be useful and added.
- I have attempted to use Editable meshes to render the client side generation as it should be more performant, however, it seems like a Roblox issue but client side memory is very limited for editable meshes at the moment, and server side replication is not possible as of right now, I will monitor this method and try to avoid this issue before next video.
add mobs like chickens cows pigs and ect.
you could probably introduce more/larger caves ect to decrease the part count. But tbh this is amazing
Amazing
use a viewport frame for the hand
could you add mobs? and maybe swimming, I more or less wanna learn how swimming is implemented in Roblox, as this is the one thing everyone makes differently by using the default roblox water, or attempting to make their own, either way no 2 games with swimming feels the same
Holy crap. This is actually amazing. Seriously underrated.
Much appreciated, hope you enjoyed the video 👍
Anti Spiral
@AshRBX_dev I wish I could improve my scripting to this kind of level
You can, best way is to complete smaller projects, and build up from there👍
But its just math.noise
God bless you Ash for coming back
Appreciate you staying around whilst I was gone! Hope you enjoy the returning video
0:50 why does bro got the Farlands 😭
LMAO I wouldn't even call it that it looks worse 🤣
@AshRBX_dev pin this
@AshRBX_dev is it actually similar to the farlands? as in the issue its having?
everybody LOVES OPTIMIZING!!!! amazing work man keep it up 👍👍👍
Of course (almost quit 50 times)!! 🤣, appreciate you watching!
no one likes optimizing
2:06 oh hey lmao that's me!
You actually went from crazy to insane...
had to add the cameo in there 🤣 Appreciate you coming back to support 👍
omg a youtuber actually using newer tech I love you
New tech = better models! No worries bro hope you enjoyed the vid 👍
Well done. Can’t wait for the next part!
damn cbrah is here?
Appreciate it, thanks for watching 👍👍
Watching this series inspires me to keep learning even more about scripting every day. What you do is incredible-congratulations!
Appreciate the support and glad that these videos could help you, that's the aim! Hope to see some great projects from you in the future 👍🔥
No way I’ve been waiting a year for this vid and it’s finally here, this was amazing!
It has been too long 😂, appreciate the patience and thanks for coming back to watch 🙏
Now make Roblox in Minecraft-
You should try to make it so the player is always near/at the central position of the world. The farther you go from the center of the world the more distortions happen to the models and they begin to tear as the position of the vertices become less and less accurate. It'd be a challenge but I feel like you'd be able to do such thing. Also, this is so sick man!
This is true, for a true infinite world this is something I’d have to deal with, difficult with multiple clients as some clients may have the 0,0,0 chunk at the centre of the world whilst if I move any other clients to the centre somehow along with their rendered chunks it would be complex, still possible though so once the world gets so big we will attempt to fix this problem 👍
Is this the same reason Minecraft had the farlands
@@mufradr Partially actually! Though not exactly the reason why the farlands happen. It is one of the artifacts you get in the farlands however. The farlands is the game not understanding how to load the chunks while the other simply doesnt know how to build the individual blocks causing tears and seams between the faces!
@ sweet! thanks!
I’m pretty certain that’s not possible on Roblox bc Roblox limits a lot of things roblox devs can do
Such an outstanding dev you are!
How about trying to add some kind of structures? no hurries! just giving you an idea of what you could do next
Appreciate the kind words, once I’ve added trees and caving, structures are very high on my list 👍 I do really want to implement structures, as they are a big part of Minecraft
Damn this is actually peak, gotta love optimization.
suggestion 1: add a way to make custom skins
suggestion 2: add some stuff that minecraft doesn't have so if the game gets taken down you can just change some stuff and hopefully bring it back
I'm really glad you optimized the chunks knowing how laggy it would be for any regular player, and also that you used a proper terrain generation system.
That's the most important thing in my opinion when it comes to a game project like this (if not even all projects), the game must be playable to everyone, testing has been done on mobile, console and PC devices to make sure it all ran as expected
I was waiting for this for so long now it's finally out
This is incredible!! 2 months ago I began working on a "minecraft system" of sorts and was able to reimplement the logic Minecraft uses to handle different tool types and tiers breaking a block, alongside a way to 'add' new types of blocks (each of them being a module that contains all of the block's properties, which would then be loaded onto the block itself), but I got stuck on world generation and began to think it wouldn't even be possible at all... This video is gonna be a lifesaver if I try to give worldgen another shot in the future lmao
That’s great! Hope the model I presented can help complete yours!
add falling leaves and bro finally some youtuber that actually optimizes their game
Is that the new Minecraft feature? Will definitely add in the future 👍👍
I loved how you implemented the "new" (not really new anymore) actor instances in this project.
I also enjoyed how you explained certain things like 'greedy meshing' as before I actually didn't understand it well, so your explanation helped me out a bit.
Suggestion:
When you eventually add mobs use actors as well, then just make it one big mesh with a animation editor so you can have a bunch of mobs. Also maybe add entity culling after that mob system is finished, but you should probably worry about blocks and inventory before that 😅
😂 great to see the explanations helped a bit, (even if buffers and actors aren’t that new anymore 😂), once the block side of the project is complete, entities and entity culling will be very important for performance! Very excited to bring it into the project
This isn't much of a big change but I think you should make the DepthMode on the Highlights for when hovering over a block Occluded instead of AlwaysOnTop. This helps replicate the effect that is in actual Minecraft.
A couple of people have suggested this! This is something I somehow missed and will definitely be changed for next episode 👍 appreciate you watching and thanks for the comment
Amazing work man! I hope you get to finish this project!
this is so awesome dude keep it up
Thanks glad you find it good! Will keep going with this to see where it goes
There's another thing, you can draw faces with triangles in Roblox by code, so that's even ore performance, not rendering or creating faces of blocks even if they are invisible
Are you referring to editable meshes? If so then I have already written the code for the noise generation using this, however didn’t mention it in the video. The reason for this is because when attempting to render editable meshes client side, I kept hitting the max memory usage for editable meshes, which seems to be a Roblox limitation at the moment unfortunately. However once this gets improved or I find a way around this I will 100% use this method, there will be no method better 👍👍
holy moly this is crazy performance good job lol
Appreciate it, will only get better from here 👍
from the eyes of an amateur scripter, this video is incredible! i've always wanted to recreate the classic roblox voxel terrain, maybe this video could be a step in helping me learn that (but that's far in the future.) either way, amazing video! would love to see some stuff i never see in other recreations like entities or structures. the fact that you added the mesa biome already makes it stand out to me, great work!
side note, i like the editing! it's a little fast paced for my tastes but it's by no means unwatchable, so good work on balancing that out as well
Structures is very high on the list and will be soon if not next episode, however appreciate your kind words and hope this video pushes devs to make better clones! Would love to see more
You don't have to generate on the server, you can introduce to yourself a painstakingly high amount of code but it can save on server memory.
i regret not subscribing to you and i really love what youre doing man (glad to see youre committed to this series
Haha no worries, appreciate the sub though and thanks for watching!
Finally someone talking about greedy meshing in roblox studio! Props to you man insane work
There was definitely very limited content on greedy meshing, and even though I didn’t go into the source code details hopefully this video shows that it is possible and effective 👍, appreciate you watching
There is actually a few mentions of it on devforum + they are adding occlusion culling but it's still in beta, should help with some performance
i never thought u would be back, u prolly won't remember but i commented on ur past videos
the way u research and use the same algorithms as minecraft for terrain generation is so good
but i really wanna see u making a game of ur own idea after this project, u would be a millionaire fr
Very much appreciate you sticking around after so long! Don't worry, I've been cooking up my own game AS well as this in the background.. There will be a video on that soon as well!!! In the mean time, Appreciate you sticking around and hope you enjoy this video!
@AshRBX_dev oh yea, ur game is gonna be a banger for sure, definitely hyped to play it
You should also implement the distant horizons rendering system so that you can have 256 chunk render distance (or more)
A summary on how it works is that it just simplifies the shapes to cubes but since its so far, you can't notice it (other games also do this)
A Level Of Detail system would definitely be something I add next to improve performance, will definitely add this!
@AshRBX_dev you should also research how minecraft mods like sodium (and others) optimize the game
Everything seems very amazing and well done and better than any Minecraft clone in Roblox I’ve ever seen, I could say you can improve your pixel art skills but keep it very simple and not too detailed, good luck
Appreciate it! Don’t worry pixel art will hopefully improve as we go along! Got a great community to help out with tips as well!
The developing skills and the explaining skills, you are very underrated and it's crazy how you currently only have 3 thousand subscribers. hope you get more in the future. Crazily underrated
Thanks for the kind words, will aim to keep bringing similar content in the future 👍
I love your textures, as an artist it is completely normal to think your art looks garbage but i think they're really good 💯
appreciate that bro, impostor syndrome really hits hard with pixel art 🤣🤣
@AshRBX_dev true lol 😆
have fun with redstone
really solid project, i like the work here. but the optimization of deleting non-visible blocks might have some issues. it opens the door for exploits, like using apps (e.g., clumsy) to lag and mess with packets, allowing players to glitch through blocks. i’ve seen this technique in Mining Simulator a while back. by introducing lag and breaking blocks under specific conditions, i was able to glitch out of the mines and move around freely, almost like a noclip effect. (not exactly, but i think you get the point, anything that was rendered by anyone i could walk on) the same could happen here if players mess with the optimization.
a potential fix could involve checking player coordinates against nearby blocks and verifying if those blocks were removed by optimization. i’m still learning roblox and lua, but with my experience in cheats (roblox, minecraft), i think this could help fix some potential bugs / exploits.
Exploits are definitely something I need to have in mind, great suggestions and will look out for this issue and attempt to prevent it 👍
The new occlusion culling feature could greatly help
This feature will definitely help with the addition of cave systems which will be rendered due to their surface but be underground (in the current model), however, our system of removing blocks is essential in making sure that before we even send the part data to the client to render, the blocks underneath the surface are not taken into account and rendered in the first place. This results in a faster greedy mesh on the server, a smaller buffer with the part data to the client and also less rendering to complete on the client per chunk 👍
sick man! Goodluck with it, hope it turns out great!
Appreciate it, thanks for watching and will continue to improve from here 👍
the progress !! this is awesome man, excited for the next one
From where the project was a year or so ago, it’s come a long way, appreciate you watching 👍
This looks incredible and almost like real monecraft terrain, keep up the good work man
Appreciate it, was really happy with the results! Hope you enjoyed
Minecraft devs seething rn.
😂😂
@AshRBX_dev 😂
this is amazing😦 I also just find it relaxing hearing you talk
Are you gay
@@TheOthereBox what no dude
it's very hard to find videos of people showcasing modern luau features, great video!
Appreciate it, I do agree there aren’t many on newer features, especially ones that could turn out being really useful in many cases
I can already see this being massive on the platform
Appreciate that, hope you enjoyed 👍
Low taper fade
what the hell finally someone who made an optimized version of roblox minecraft, looking forward to your work bro lmfao ❤
this is fire! been waiting for so long.
glad youre back to making videos 🤑
It has been a LONG time 🤣, appreciate you sticking around for this one, it was a big one 🔥
been waiting for this post
Over a year and a half later 😭, its finally back!!. Hope you enjoy the video
W video, even tho im not a dev and didnt understand much, its still a great feat
Goodluck with the optimization
Thanks! Appreciate you watching
very nice visualisations/presentation ... good bideo
Appreciate it, glad you enjoyed!
The improvement is actually insane, like the wait was totally worth it because this has to be possibly the fastest terrain generation on roblox I’ve seen. Shot Ash! 👍
This version of the minecraft in roblox clone was a long time in the making, testing and throwing monitors across rooms 🤣, however the results so far are very promising and would love to let others experience a version at some point 👍
Bro, what an amazing content, keep it up, i will def play this ong.
You are underrated af.
Appreciate you for taking the time to watch, will try and get the other features completed as soon as possible, to look at possible ways to release a version of the game!
GUESS WHOS BACK, BACK AGAIN
Yes I'm BACK
Interesting to see a roblox studio dev that gets technical compared to other devs. I find this kind of content interesting and enjoyable!
Glad you enjoyed this content, I do also prefer technical style videos similar to yourself, however it seems to be more of a minority these days 🥲
Good work brother, would love to see this project completed someday, especially if you add simplistic survival systems, world saving, and an end goal of some kind. (getting creative/original with it would be a massive +).
100%, at the end of the project I really want to steer away from the minecraft direction and move into a voxel game with a story line, different characters, mobs and items!
@AshRBX_dev Very cool! my only piece of advice to you would be to keep the story open ended with some broad end goal of some kind (like summoning and killing a boss) or something along those lines without actually holding the player down in any way. That being said it's your game and you do with it what you think is best! completing it alone is more then I can say for my current projects right now.
Agreed, at the end of the day, the whole point of an open infinite world game is that the player has freedom, and this will be a massive part of how I construct either a story within the game or which dynamic I will aim for with the game (most likely to be a spatial reasoning game)
Love how it improved! W
Appreciate it! It has definitely come a long way since last time 🤣, Hope you enjoyed the video
WOW! i have never seen something like this before!
I was pretty impressed with the results myself, it looks great! Can’t wait to improve and add more biomes / structures
When you're looking at a block, you should make the highlight depth mode to occluded instead of always on top
Super super cool video, I didn't know FloatCurveKeys existed until now
This is a great point, I will change that next time I’m working on it 😄, indeed, float curves aren’t used a lot and can be very useful in certain scenarios!
A good suggestion on the texture,
To avoid the texture repeating maybe rotate the texture in random directions so that it looks less repetitive (E.g: Minecraft grass)
Great idea and easy to implement, this will most likely look so much better as well, appreciate it!
Great to see you back!
agreed! Appreciate you watching after a long time and hope you enjoyed 👍
I think this is one of the best MC clones ive seen so far!
Definitely a bold statement! However the results so far are very promising, thanks for watching!
This actually looks insanely good! Can't wait for the next episode
Do you know how fast it's possible to make chunk rendering? A few years ago, I tried making a clone too, but when I added updatable water, it ended up lagging a bunch cause it had to redraw chunks every few seconds. I might try to remake my clone though cause luau has gotten a bit faster and there's a few new features, including those buffer objects which I somehow haven't used yet (thanks for inspiring and motivating me).
Glad this could motivate you to start it up again! The problem with Roblox studio is that it’s built with awful performance devices in mind, therefore there are still limits to what you can do. However, buffers, parallel scripting and editable meshes are a great step forward in allowing for voxel generation to be a plausible option which is exciting, so I would definitely give it a try 👍
man this gets more impressive every episode
🔥🔥, appreciate that bro thanks for watching
You should try only lerping the rotation of the viewmodel arm and just snap the position
you should add the ability to import a minecraft skin texture to roblox and use the id of the image to use ingame as a skin. you should also add slim arms
This would be a great addition, would allow people to have so much customisation 👍
This is such an underrated video! This deserves one miwion views!
Appreciate that bro, conveniently stumbled across one of your videos earlier haha, great stuff!
@ Thank you
90% Of the scripters quit before their big optimization win, keep it up.
Yep, a lot of developers find optimization a daunting task, however can be the most important aspect (especially with Roblox studio and intensive projects), regardless, thanks for watching 👍
now that Editable Meshes are out of Beta, you could try to use this instead, way less faces and instances
I should have mentioned this in the video (just based on the amount of comments), however I have already coded a solution to this with editable meshes. It seems to have issues when rendering client side due to “maximum client memory use”, with only 3 editable meshes which is very concerning. Furthermore, I tried to fix this by rendering server side and there was no client replication of the terrain itself, which was a shame. However, once this is fixed or I can find a work around on the memory issue it will 100% be something I switch to on the client side generation after greedy meshing 👍
i can barely make myself code and your here making videos, replying to hundred of comments and making insane stuff.
That's really cool you should try add mobs and crafting next.
Very excited to bring entities soon, however I think caves and structures are at the top of the list, then inventory and items 👍👍
not sure if this could help, but if you put a special mesh onto filemesh, leave it blank, and then put a texture on it'll place the texture on all 6 sides of the block instead of having to put 6 individual decals on the block.
Apologies for not mentioning in the video, but since episode 2 we have changed this to now use something called a material variant, basically the variant corresponds to the ID that the block is in the buffers, and it’s much more performant than spawning textures on all 6 faces 👍
LES GOOO U BACK MY DUDE much has changed fr
we are back!! Can agree alot has changed since the last videos 🤣🤣 Hope you enjoy the video!!!
I honestly think the players hand should actually be a Viewport Frame, because it clips through stuff like blocks, and having it be a gui (which isn't too far off from how actual Minecraft does it) would be better, although the only Issue I could see would be it clashing with any lighting changes.
This could be something I do rather than using a mesh, this was noticeable in one of the clips used towards the end which I’m sure you spotted, I will have a play around with this idea and if it’s used I’ll be sure to give credit 👍👍
Excellent work!
Thanks! Appreciate you watching and hope you enjoyed the video
hey i think you should get the damage system working first thing before anything else fiddles with it, great video and optimizations!
The damage system for survival will definitely be important, however it would be limited until mobs as the only fall damage options would be drowning, fall dmg and maybe lava in caves, so it would be fairly limited until mobs are in 👍
Can't wait for devlog 4 in a year!
Nah, but in all seriousness, it looks amazing.
LMAO, honestly wouldn’t put it past me 😭, jokes aside will try get the next part to this underway asap with some other unique ideas I have haha
suggestions:
add an inventory
add mobs (friendly and hostile)
add structures like village, dungeons etc.
maybe add some dimensions too
make a weather system
maybe im too late but i hope you see this
Never too late! These are great suggestions, Villages, dungeons and desert temples are very high on the list along with cave generation, and you will see this next episode. Mobs and inventory will most likely come after that 👍
Bro that looks soo great! (btw where is your dc link)
Appreciate it bro, discord link should be in the description of the video, if it's not do let me know and I'll try re add it 👍
Very thorough, very impressive.
Appreciate it, thanks for watching 👍
@ don’t understand a single thing you were talking about but the video through and through was fire. Is this a new build from your previous attempt a year ago? I just found this channel.
This is a revolution!
much appreciated, hope you enjoyed the video 👍
you should do something to stand out from all the other minecraft clones on roblox, like perhaps turning it into some sort of normal game instead of a sandbox, or somehow making it a tycoon/simulator.
This is a really good idea for the future, Due to copyright, I doubt the final project will be publishable as seen in the past with other clones, so something like this using the project as a backbone would be a great alternative! Thanks for your idea, and hope you enjoyed 👍
there is nothing legally stopping you from releasing this AS LONG as you're textures, branding, and title is original. its perfectly legal. Just look at minetest!
Really well-engineered
Thanks, hope you enjoyed 👍
this is like the only actual good minecraft roblox game i've seen
I actually dev a Skyblock on roblox and i'm watching your video, it's very interesting of how the other people make their thing, actually i don't need actors rn and i use a chunk system that allow you to have more than 8 bits integer as a block data (i have a constant buffer size of 12 bits per block, not in datastore), i'm using a very interesting system called "palette".
A palette is a array of block state (you can have name, facings and even more) the index of the block state define the integer to give at the pointer in the chunk buffer, a chunk is a complex data structure: tile_entites, sections that contains chunk data, a section is a 16x16x16 buffer with 12 bits per blocks (4096 blocks in total)
Now let me introduce the compression system based on the length of the block palette, get your palette size + 1 and use base 2 log to get the number of bits per blocks.
Surely you can improve this chunk system with extra features like Run Lenght Encoding or the others.
For the end, if you are using Decal or Texture Instances, stop using them, use a MeshPart for Multiple texture or a Material Variant.
This is a great system, the palette idea you describe here or similar compression methods is definitely something I will look to do with the buffers, seeing as at the moment, we are only storing a block ID as an 8 bit number. In terms of the RLE comment, this will definitely be something I plan to use when saving world states and can also reduce buffer sizes in memory. Finally, this version that you see in the video uses mesh parts as the blocks, with material variants corresponding to the blocks ID, therefore removing the requirement of multiple textures per block as seen in previous episodes. 👍Great suggestions and hope you enjoyed
Awesome
Appreciate it 👍, hope you enjoyed the video
Voxel craft will never be forgotten
Forever in our memories
you should've left it unoptimized, would've made it more minecrafty
😂😂 lmaoo
Idea:
Make the water (when you add functionality) work like that mod that makes water volume dynamic.
So basically, water isn't infinite and actually flows.
This would be really cool, I will see my options when we get to making the water actually work and we can see what will be the best for this game!
use viewport frames to make the viewmodel always on top
This is just awesome
well I love to make a game in unreal engine 5. Nice video btw.
Absolutely insane, I do hope you reconsider making this public eventually, this is one of the coolest examples of optimization I've ever seen in Roblox Studio!
Appreciate that, a lot of people want to play something like this, so I am definitely thinking about eventually releasing, however some things will most likely have to be changed about the game which I'd be happy to do 👍
This looks amazing
Appreciate it bro, thanks for watching, hope to improve on the looks of the game more before next video!
Is this supposed to be new and revolutionary? Minecraft clones on Roblox existed for years.
In terms of a Minecraft clone, no (definitely not). As you mention, Minecraft clones have existed for a long time. This video is not about me releasing another minecraft clone for everyone, its about using available roblox studio tools to try and make it as performant as possible, which other minecraft clones seem to lack 👍
@GP22855 roblox minecraft games world generation always suck and look weird and are choppy, but his lis smooth and the generation is great, especially the biomes and stuff
u can try using the occlusion thing where the game doesnt render objects that can not be seen by the player (apologies if u already implemented it, i didnt watch the vid in detail)
No worries, this is already added into the system as seen at 5:16 for a quick look at the results!
This is actually peak
this is crazy underrated
Thanks, hope you enjoyed
Multiple textures on countless blocks cause more lag btw. You should try Material service
Apologies for missing this out in the video, however, episode 2 and the texture part of the video is a bit misleading for this one, all of the textures are now done with material service except for the top and bottom of the blocks (depending if that face is visible or not), for example all grass has its own material in the material service, then a texture is applied on the top face for the grass 👍, if there’s a better way to change the top of the block maybe some sort of UV mapping then please do let me know
one already exists, called Voxels
Voxels is a great version that has most elements of Minecraft in it, however I believe their max render distance is approximately 6 chunks and I want to try and optimise a voxel engine that can push past the limits of their game 👍, there's no competition with voxel engines, it's a great project overall to complete and would love to see them work on theirs more
@AshRBX_dev thanks for your feedback, we'll continue working to improve the game even further.
you're currently the strongest competitor for voxels- wishing you the best of luck in growing your game!
I'M FIRING YOU AS CHEF AND PROMOTING YOU TO OWNER OF THE ENTIRE MICHELIN CHAIN, KEEP COOKIN
🔥🔥🔥 let’s gooo
you should implement fog or render distance.
the new ROBLOX occlusion culling kind of does a bit of the performance the job but i'm not sure if you have it available.
Yes will 100% add fog, will definitely add a natural wall between the player and the edge chunks. The new Roblox culling will at this moment in time be useful for stuff like cave generation, however our system removes all parts before even being sent to the client, and will remain useful for reducing greedy meshing computation and memory required to send chunk part data to the client 👍