Particle Shadows | Voxel Dev Showcase
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- Опубліковано 21 бер 2024
- The particles really needed shadows, so I added them via simple traditional shadow mapping!
The Public Codebase:
github.com/GabeRundlett/gvox_...
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/ discord
My website:
www.gaberundlett.com
GPU: RTX 3070 (8GB VRAM)
CPU: AMD Ryzen 7 5800x (8 core/16 thread)
RAM: 16GB 2667 MHz DDR4 - Наука та технологія
Lets goooooo gvox engine continues to be the best voxel engine
Looks like you could have a really nice effect with snow getting stuck in the trees and slowly falling to the ground. Awesome work!
The vibe is really, really comfy!
The way that the final burst falls towards onto the trees in the end of the video makes me think that a willow tree would look unbelievably good in this engine
I am extremely impressed with your handling of voxels, as well as the lighting and colors, which surpasses the effects of current voxel engines on the market. I have an idea and I am very eager to create a voxel game, but for me, a person who has only used the Unreal Engine, making an engine from scratch is very difficult. Would you consider porting your voxel engine to the Unreal Engine? Even if the price is high, I am willing to pay for it.
Thanks! I don't have much experience with UE, Unity, or Godot. I wouldn't even know where to start. My code is open source and permissively licensed though! So maybe you or someone you pay could create an addon based on the existing codebase. I do what I do mainly for fun, and I'm not terribly interested in learning UE at the moment.
Really impressive! I see that everything starts to come along nicely recently. You deserve it man, amazing job for the past 2 years!
Thank you Qubaef!
woah is this related to John Lin's project ? It feels so similar I love it
it's just inspired, not at all related! I want to make the greatest voxel engine and his was really pretty!!!
This is a particlely great clip. Physics always gets a thumbs up from me.
love the pun :)))
Now you need to change the light, like when there's a fire and smoke causes everything to be red and spooky. Or if it's a waterfall, make rainbows.
Wow, this is VERY COOL! Tho I wonder how far you can push render distance with all the new foliage effects, hope this becomes a really powerfull engine
The foliage effects don't need to render past a certain distance because it doesn't make a difference.
Are physics already implemented? I know this game called Teardown which is also voxel based and it has really cool destruction. Would like to see a demo with your engine if possible!
There is not Teardown-like physics... not yet!
Wow. This looks amazing! Are you using a self built engine for this? Would love to see an open world game in this style. Keep up the good work! :D
Yep! It's completely custom and it's open source too 😉
Man you nailed it! ❤
Do these particles collide with one another? Is it possible to combine your solid and particle system to make a 3D Noita??
they do not collide with each other. I absolutely want to make it so that particles can modify the voxels by either eroding or placing themselves into the grid, and for voxels to be able to turn into particles
Question, why is turning particles into voxels and vice versa something that we generally don't see done? Is it super slow?@@GabeRundlett
@@alan83251 it's really hard to do efficiently. I want to do it, so I'm going to need to do a lot of research into how feasible it is to implement in realtime. So basically, yes, it's super slow to do it the simplest way. Particles at the moment are processed completely in parallel. Parallelizing the voxel modifications from particles is pretty tricky, so the naive way is to just serialize it or use atomics per voxel.
the new trees are awesome
💯
amazing!
John Lin reborn :o
Oh shit, im curious the relationship between particles and voxels. Do particles cast shadows on voxels? What about GI?
Looks awesome
They do cast shadows, but they don't contribute to GI
@@GabeRundlett may i ask how you shadowmap onto a voxel volume?
@@lemonke8132 The same way normal shadow maps are used, just project the voxel coordinate into shadow-map space, sample the shadow map with x and y, and compare the sample with the projected z. I then composite them with the existing ray-traced shadows
@@GabeRundlett thx!!
Can someone tell me how to actually make games after an engine is done?
And i'm not saying what you're doing is useless of whatever, i am just very curious as to how does it work? Like i am writing an "engine" that uses raylib to render stuff, but like how to do you actually make games on an engine then? Do you just copy the code and make the game on top of it? do you make like the engine a dependency and write the game calling the engine functions? This world is actually a bit too complicated for me as of now.
Making a game is not technically hard. You would want to create some sort of API for your engine that separates the concerns of the engine and the game code, and build the game on-top of/along side the engine. Making a game however is about being creative, and it's a special kind of creativity. Making fun and interesting gameplay is not trivial at all.
PC nuke bomb
Ok, you can stop showing off now...
:p
this is amazing