Improving my Voxel Game's Physics Engine
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- Опубліковано 7 вер 2024
- Wishlist Lay of the Land on Steam: store.steampow...
Support development and play the game early: / tooley1998
Hey everyone here's a few updates:
PhysX 5:
I have upgraded the game's physics engine to use PhysX 5. I was pretty unhappy with Unreal Engine 5's default physics engine's performance, stability and simulation quality so I rolled my own PhysX 5 implementation. I am pretty happy with the results and many aspects of the game have seen performance and quality improvements.
FYI PhysX is not Nvidia exclusive, that is a common misconception this will run fine no matter what brand of hardware you have.
Fire Improvements:
Some materials like grass will now turn into ash when burnt and different types of voxels now have their own burn rates (leaves will burn faster than wood).
More to come soon :)
linktr.ee/tool...
Wishlist Lay of the Land on Steam :) store.steampowered.com/app/2776090
Support development and play the game early: www.patreon.com/Tooley1998
Very cool. Small suggestion; speed up the fire particles to make it more chaotic like actual fire. As it is it doesn't indicate danger really
I agree with you. It looks like a growing lava pool neither than burning fire. It still looks so awesome but not in correct way
better yet, speed itup based on how many falamable objects / other fires are around it like its turning into one big fire
May randomize the float-up speed.
nah son, wet leaves and living trees don't burn fast. But there should be either a biome with dead trees grass/leaves, or a life cycle for plants where they can die and burn fast if they don't get water.
I would also make the grass blade disappear once the grass has burnt down instead of just changing colors
It’s coming along nicely. My one bit of feedback is the that objects lack weight and bounce too much.
I loved the bonk on the skeletons head
check out teardown
@@igam4fun who in the voxel gaming community hasn’t heard of Teardown? I even knew about it long before it came out, before it was at all popular on UA-cam
i think what could also be an addition is enemies turning into physics objects after death
make things break when they fall
You're going great man. But I wanna say something, don't objects have too many bounces? It doesn't feel like they're heavy objects and that's not good. I hope you work on it too. Enjoy your work 🤜🏻
Thanks for the feedback. You're right they are too bouncy. I'll be fixing that 🙂
@@Tooley1998 especially the moment you drop the wood thing on the skeleton and it bounces on top of him, it should crush him, but it's really good work, looks like teardown
I noticed the same!In leaves for example they could maybe stick to the ground or have a very small bounce but i suppose that could be bad if you were to stand under it.Still fan of your work and I hope your project keeps amazing people!
@@UnicaLuce yeah I think enemy ragdolls would make fights like that look many times better, especially if certain enemies like skeletons broke into bones when killed
Imagine slaying a skeleton and the faint glow in it's eyes vanishing as the entire skeleton fell apart, the forces binding it no longer there
i think bouncy could be more fun
It's unbelievable how good this looks.
check out teardown
I was NOT expecting the wood to just bounce off of the skeletons head.
This game is slowly going from "wow this is interesting to watch the development" to "whoa i actually cant wait to play it!"
You've done a great job. Im excited to see where it goes! Please add some more fauna, the world is beautiful but i feels a bit dead.
check out teardown
Wanted to say same thing. This is teardown ripoff.
This is not a ripoff. This takes hige inspiration on it and maby even the basic engine(?) But its a whole other game. Like teardown is a bit of a letdown for me, as its gameplay is quiet little. I expected a sort of GTA style game or something. And here we get a medieval fantasy RPG with voxel physics. This is realy cool imo
Looks awesome! Can't wait to see the final product.
Damn, this looks exactly like the type of game that I wished for since I first played teardown! Amazing job, mate!
It looks great and very promising ! I have a small suggestion on combat, it seems very slow, i would suggest speeding a lot the animation and improving a little bit the feedback when you hit. Fresh and dynamic combat is something very important in the game feeling to keep player involved ;)
It's nice to see a Hytale dev who actually cares about showing us what we wanna see.
Looking amazing, the progress you've made is insane.
check out teardown
why r u spamming this @@igam4fun
@@ZombieChicken-X why are you creeing in the comments
I love how this is coming out!
I'd love to see the world feel more dynamic by adding more dynamic physics systems, like the chains that hold up the wooden platform could be individual chains and react to physics more dynamically.
I'll definitely be purchasing this game, I can't wait to see the game on release!
check out teardown
Looks like Teardown survival
0:20 I love the way physics sounds in real life, can't wait to see it finally reflected in interactive media for once. Just wish that you'd turn up the sound on gravity a bit more.
It would be really cool to see the rope actually function as rope. Maybe create a non-voxel rope like Teardown, but make it invisible and make an algorithm to simulate voxels inside of it so it still looks like it’s made of voxels.
i think a cool thing you could add is physics to the entities when they are killed, ragdolling when killed or shriveling up into ash when burned
Accidently stumbled on one of your year old videos showing the crafting system, glad to see you're still working and improving on the game. Looks much much better! Keep up the good work
Love the progress on this title. 1 thing I should mention, I noticed a lot of people talked about the physics objects themselves, and how they're "bouncy". I personally think that it might be a good idea to rework the hammer/break method of said blocks. I noticed when you were swinging at that tower, that the hammer impacts were offset from the camera, and that the swings were coming from different directions. In addition to this, when swinging the hammer, it seemed like the swing itself looked a little slow.
I'd say narrow down the hammer animations to one that centers on the camera. In addition to this, I'd increase the swing speed (from windup to impact), and use the cooldown (from impact to return to normal state) to control the balancing regarding the rate in which the player can use the hammer. That way, I feel the player is less likely to get frustrated, as the singular point of impact will remove any inconsistency between swings, and increasing the swingspeed will reduce what may feel to the player as "input delay", and make the hits feel a bit harder.
Been watching your devlogs since you first started working on your voxel engine (kinda my dream project too honestly...). Good on you man, keep at it! Would be cool to see you show off the crafting mechanics / world editing tech soon :)
check out teardown
@@igam4fun teardown paying your or something?
@@Slash0mega nope, just replying to people saying stuff like "this is my dream project", I figured they haven't heard of teardown, btw teardown has a lot of resources to make a similar game, + they look *very* similar
@@igam4fun in what universe is a voxel rpg similar to teardown which is just a classic voxel sandbox. You're comparing two different genres of games you're better off comparing this to Minecraft or Hytale
honestly cant wait to see the final results of what is essentially teardown RPG mode, you're killing it, keep up the good work.
Incredible! A suggestion I have is a way to sort of, drag a zone and select it to fill it in with a block. I think it would speed up building a bit because the blocks are really small and it looks a bit tedious sometimes to build. Also I think making it it so that instead of enemies just dying and falling to the side, I think it would be a lot more satisfying if they exploding into voxels. Besides that, great work!
Isn't it the right time to make a steam page for this masterpiece ? 🎉
You need those wishlists ✨
looks great so far, i feel like a few stray voxels coming off on impact would sell the feeling of damage, as currently it seems like what you're swinging just eats the matter, but i like the direction
That fire propagation is goin to be a great specs tester.
Also, the hammer at the start of the video is cleaving through the walls way too ridiculously, it looks as if the walls had no effect on the hammer at all the hammer should bounce whenever it colides with structures like these and leave a dent on the structure (unless the blow shatters the wall in wich case yes, it should go through)
i am amazed on how far and how quickly u have come, realy impressive, pls continue the great work you are doing
check out teardown
really cool, I love the granularity of the slopes, feels much more real. I don't love how visually noisy the grass is. Each blade being 3 feet tall and 6 inches in diameter with a light side and a shaded side really clutters the screen
so excited for this game to be released, been following it for a few months now
I really like the 'use the environment to your advantage' part, opens up exciting dynamic combat possibilities
this is gonna be the next teardown 🔥🔥🔥🔥🔥🔥
so happy to follow this project from her start :D So hyped to see the official release on steam !
Looks amazing! I would love to see heavy objects crumble better. For instance at 0:57 the palette drops and could break from the force of hitting the ground, showing the forcefulness of the impact, which cements the idea that it can kill enemies.
i still remember the first posts on twitter about a developer toying around in a engine written by himself
that turned later into teardown
cant wait were this project will be heading
Might wanna give each voxel a specific weight that's used as a value damage calculations, then temporarily increase it when the player throws it? That way players can't cheese damage via physics or have 2nd order effects like a flying chunk of leaves easily take down an NPC.
Looks fantastic btw!
Looks really fucking good. Only thing that would bother me is the screen shaking when moving up/down hill. The Boss at the end and the room its in looks amazing
Fourth idea, and second best one, alongside my 1.) Build tools/community features, 2.) Dynamic body parts, 3.) Campfire ideas, is making the crafting system work like my blueprint idea. A campfire recipe would just be a blueprint that could just be replicated by placing voxels down. Same as a pickaxe, you just place voxels on a workbench, and then simply hit stuff, maybe you create a way to differentiate a structure which can't be picked up from a pickaxe, or maybe you don't, idk.
The point of emergent gameplay like this is it's implemented much simpler than it's used in the game. The game itself does most of the work, that's the point of emergent gameplay. It can still be difficult, however every feature you add exponentially increases the complexity of the mechanics.
This idea seems intensive, but the way emergent gameplay like this works is that it runs on a very basic set of rules. A pickaxe doesn't have a definition, it's just a metal object, and all metal objects can break stone. But maybe if you make the metal object "sharp" it works better, through a "surface area" mechanic, that's what you can choose to add but don't have to to make it more dynamic.
It would exponentially make it way more dynamic and emergent than Minecraft, a true sandbox. And it can be done, I would imagine, way simpler than you'd think.
I just found about this channel but I wanna say that I really love the cozy medieval aesthetic that it gives. Can't wait to play it when its finished
The scale of this game's voxels makes me think it could use (if not need) a really good system for building so its not super fidgety. It could be just as quick/easy to make builds if you do it right. I'll name two really great features I think, but there are many more. A great blueprint feature so you can copy things like details and larger structures, otherwise it'll simply take like 10 times as long to build structures, or adding the same window feature 100 times. An optional lock feature to make it way easier to place tiny blocks (since then you won't need to aim your mouse, you can just click ten times and it'll just keep building up/left/right/down.)
Blueprint and lock are two basic features but many more could be added to build tools.
The blueprint and lock feature together could be used so you can make an entire wall panel really quickly, and then blueprint it and finish the entire house as quickly as a Minecraft one. As long as you have enough materials.
Maybe there would be the physics you've mentioned where you need supports. Maybe this would be configurable to turn on, or not.
With a good UI where you can put all of your blueprints, so you can just make a window or some furniture one, or find something someoen else made, and then not worry about it again.
It could even be way better than Minecraft with people both finding builds or features other people made and putting it down, while being even more incentivized than Minecraft to make their own builds so other people can try and compliment them. Like an ingame online catalogue feature. This is all going above and beyond just the basic building tools I recommend, look at games like the Sims with how they do it, except you "model" the pieces by placing voxels.
the destruction is so satisfying, keep on going! it's butter smooth!
Awesome dev log!
I loved the bonk to the head!
This game seems like everything I've wanted out of a voxel game for a while. Something that really shows Minecraft up- better RPG elements, more engaging physics, more detailed builds, more weapon and monster variety...
I don't suspect you're intending to be a Minecraft competitor, but in my heart, this game looks like it has everything I've wanted from Minecraft for a long time, and even just the foundations look so much fun that I can't help but get hyped to play it.
Having control over individual voxels is sure to lead to some gorgeous builds- I can imagine using a single layer of a lighter wood to emulate thin paper walls for asian-inspired builds for instance. It's gonna be fun to toy with. Easy wishlist once the page goes up!
At 1:11 when you are dragging around a barrel, it is very cool that it feels like it has weight, but annoying that it lags behind the pointer. If you want the best of both worlds, you can implement a PID controller for the forces on the barrel, which will account for the acceleration and constant velocity of your person, and make it look neater!
Thirdly, and most simply, I'd suggest campfires as somehow being necessary, like if you want to sleep at night in the cold. It'd serve as a great introduction to fire and make it have an actual use, by showing you hwo you can just set anything on fire, and make a campfire look however you want, although there'd probably be a basic blueprint.
(As well as my ideas for dynamic health and body parts, and my earlier ideas for blueprinting, locking, community builds, and other build tool ideas.)
Shaping the world with much smaller parts like voxels instead of big blocks like Minecraft without any problem just shows how far the sandbox games have come today, lovely. I wonder when we'll get to the point where the environment changes in terms of much smaller measurements like idk grains
This is nice. I love the Minecraft-y yet unique look of it . I personally would like if certain objects would shatter into more pieces than others.
New compition to teardown? It looks awesome, the creatute deaths are the only things that would need work now and it's perfect!
the last boss should be a king sitting on his throne, opening his red eyes then standing up to fight you
Im in love with this aesthetic. Looks amazing!
I was just talking with my friends about how I would love an RPG where I could break down walls to get into buildings and now this shows up in my feed. Definitely following your progress!
Google is always listenimg
Keep it up man! This looks great!
I know it's hard to read a lot of comments with suggestions and things to improve, but remember that tradeoffs are really important to make your game come true.
Some developers decide to have a unrealistic physics engine to accomplish a more enjoyable gameplay, while other games have incredible physics but are not fun at all.
I think your game has all the potential in the world to become a really fun experience for everyone, and it's not a bouncy rock or slow animation that would make it bad.
Focus on the pace of the game and the overall gameplay and all these details will just be.... details
Awesome game! It would be breathtaking to see procedural animation added to entities
Looks amazing! would love to try it out!
In addition to burning, it would be really cool to have magic which grows things. Like making plants spring up and grow using wave function collapse rules. Maybe even growing a field of bramble to damage enemies or vines which snag and capture them. Maybe you could have puzzles which could be solved by mending rope instead. I'm just spit balling.
One thing I really hope you can add is collision destruction. When that rope was cut it just sorta bounced around. Would be great if things could crumble like they do in Teardown.
Bro I could just watch those voxels burn for hours
Incredible work
Looks amazing, definitely something I would play, but I do want to say, it would be a great idea to add animations when changing held items instead of making it instantaneous it would be much more immersive
Man this is getting better every time. Fire propagation is nice, but should be slower on wet/live plant matter.
No idea what this is. But I can definitely see that simple spark of flame turn a seemingly calm battle into a harrowing threat as the environment around you literally burns to ash as monsters break through the night and flames to put an end to your presumably humble life.
(Rambling on about cool possibilities for a game I didn't even know existed til now lol)
It'd literally be a mini-biome you'd create on the spot and would make player interactions become a heavy threat to difficulty if they really want to play dirty with high risk high reward combat. Using a ton of fireballs? Guess what; all that fire you made suddenly turned these once peaceful woods into a dangerous land of flame that you have to put out and reclaim.
Whats that? You cast rain over the fire to put it out? Wonderful, you restored life to that region and actually caused it to become overgrown from all the fresh rain and destruction, paving way to a new biome type once more.
Oh? You accidentally caused a map-wide event that caused that biome to turn into yet another biome? That biome suddenly turned into the weaker biome and you need to gather resources there before you enter the map-wide event? Layers and Layers of biomes lol
i was impressed when you got hit by the fallen branch and took damage, looks good
This is really cool, I havent seen this game on my reccomended for a while, but im glad it showed up
Heeee's baaaaack! And with a cool update, love it ^^
This actually looks pretty darn good. My personal suggestions would be find ways to make physics objects / falling chunks feel a little heavier, they seem to bounce a lot across the board and while it might be an ache to determine what is leaf vs what is a big hunk of stone I think it would help with the feel. That and some tweaks to stone breaking, maybe some particles to cover up the cookie cutter bite transition so it feels a bit more natural. Very interesting stuff though, I'm at least interested to see what this becomes.
This is really cool dude, this is like teardown and modded minecraft had a child. Very woah so amazing.
I am 1000% here for fnatasy RPG Noita meets Teardown, and love how you're developing this in a way where even the prototype is always a game you can goof around in. This is a new genre being born.
This looks great and i can’t wait too play it but can I make a few small suggestions make the combat a little faster and maybe play some dramatic music and make the screen flash red when at low health and the the objects are a bit bouncy and they don’t seem heavy and fire is usually supposed too be scary and violent but in yours is a bit slow so maybe make it a faster and I think that’s all but I just going too say it this is the best voxel game I’ve seen since teardown and I can’t wait too see where this project goes cheers
This is one of the most enjoyable indie game development videos i've ever seen. It has no commentary, it isn't extremelly fast paced, and it's just relaxing to watch. I'm excited to see how this game evolves in the future!
Consider a cleave system for destruction. Each voxel has a "weight" or whatever variable and each swing has a momentum value. Each voxel destroyed subtracts from momentum until 0. So a hammer could smash through maybe 100 wood voxels but only 10 stone voxels. It would also look way more natural, as destruction has a direction rather than just a sphere.
damn bro you are the same age as me and have created something iv always wanted to make, love to see someone my generation making big moves
just saw a video of your physicalised crafting system from two years ago, keep it up!
I loved the innocent click noise when the platform fell on the skeletons head.
Time control, absolutely needed.
you should add death animations like say the skeletons come apart when they die but aside from that it looks like a great game. KEEP IT UP DUDE!!!!
Very cool! Although, I noticed from the beginning the stone tower can be held together by a couple voxels? Perhaps something like a stone tower couldn't be held together like that. Or when the skeleton had the thing fall on his head it's a little funny the object itself took no damage.
i was hoping the skeleton would be crushed bit by bit almost in a cartoony fashion, this looks amazing! cant wait to see what more you can add
Great work all these years, I hope you'll keep it, the only annoying I can see is the grass being maybe too tall for the player and blocking the vision of the environnement, or maybe it's a camera issue maybe increasing the FoV slightly would make the world look way more wide.
This is so hype for me. I love the look of your trees.
I _was_ planning on making my own voxel game some time ago but my ambitions feel like Hello, World compared to what we see in this video, this is actually amazing
check out teardown
Man from all of the people who tried to be next better MC u re the closest one, keep goin. I cant wait for some demo :D for feedback i would say to change the ,,death,, of the enemy when u hit them with heavy or high speed objects to some instant disapearing and particles from every direction. But its only sugestion :)
It would be very cool to see some visual damage on the monsters because as of now it feels like they are a part of the world but at the same time they follow different rules one being the death animation and the other how they react to damage. Just a little feedback, still a very impressive work
Pretty cool! One suggestion I would make is change the sound of the hammer when it hits from "Dink" to "Donk" or "Bamp", it would fit much more nicely with the crunchy sounds of the stone being smashed that you've already chosen.
Is that a freaking boss! I'm loving this journey, so glad I found your videos
If this is something akin to 3d noita I'm real excited! Anyway, amazing work friend, keep it up
Man! I really like the sound design on everything.
it be cool t omke the skeletons not just die like that, but actually shhatter in a bile of bones, that each bione disconnects and flies. but do what you want.looks awesome!
Once again you’ve absolutely nailed a certain vibe with this game! Could see myself wandering around quite a bit!
I'm a new subscriber and I'm really impressed by what you've created over the last couple of years, really amazing how well this looks. I'm already hyped for the game although I know it'll probably take a while before it gets released.
Also putting the fire out is something important. Planting trees and other plants to make the place nice again!
Are you planning on releasing this game? This looks absolutly great! I love the look of the lighting and voxel! I wanna play this NOW😂😂
Thank goodness we have you, as John Lin probably never will release anything and Teardown has too limited engine.
You've successfully done what no game dev has done since Red Faction Guerilla
I can't overstate what a huge accomplishment that is
You're doing amazing work! This looks fantastic.
Aside from the really nice looking physics, this games visual style is awesome. Keep it up
This is all really awesome looking. I'm super stoked. Like Teardown, except the open-world survival sandbox I wish it was.
I love that when I think of a game I want/wanna learn how to make I find someone making it!
Keep up the epic work!
EPIC!!!!!!!!! I can't wait until these voxel games start coming out onto consoles so I can play
It's super cool how you and John Lin both have voxel engines with different vibes and dynamics. Super neat! :]
check out teardown
Looks amazing, well done!
Looking forward to future updates!
check out teardown
It's exciting to see how far you've gotten with this project. I'm glad you've stuck with it. It's starting to look polished.
These are so exciting to watch! The work is coming along great, I hope you're having lots of fun making this
it would actually be more immersive if the enemies had ragdoll physics,
im a big fan allready and im definitely going to buy the game when its going to come out :)
be it on early access or not ^^ much support
Ok this is actually looking so freaking cool. You may very well make the next big hit and Minecraft 2 here if you play your cards right.