Sub-Voxel Engine Stress Test - 1 Billion Voxels

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  • Опубліковано 28 вер 2024

КОМЕНТАРІ • 24

  • @thehumbleonion5280
    @thehumbleonion5280 8 місяців тому +14

    you know shit is efficient when the stress test runs this well

  • @thegnosticatheist
    @thegnosticatheist Рік тому +16

    Impressive. I like the vibe of super clean and sharp aesthetics

  • @DwAboutItManFr
    @DwAboutItManFr 5 місяців тому +2

    Now do 1 trillion.

  • @colepeterson5392
    @colepeterson5392 8 місяців тому +4

    Really like whatever shader setup you got going on

  • @VastPik
    @VastPik 2 роки тому +7

    is that map from monument valley? looks kinda like it

    • @dotCashark
      @dotCashark 9 місяців тому +1

      it’s very close to one yes. the structure on top is definitely from one of the levels, although i don’t know if the whole map is a replica of one of the scenes or just that part.

  • @seanthesheep
    @seanthesheep 2 місяці тому +2

    all in the web browser :o is this with webgl or webgpu?

    • @xima1
      @xima1  2 місяці тому +2

      webgpu:)

    • @seanthesheep
      @seanthesheep 2 місяці тому

      @@xima1 i love webgpu

  • @G-Cole-01
    @G-Cole-01 8 місяців тому +3

    i want to eat it

  • @SamCyanide
    @SamCyanide 7 місяців тому

    There's maybe 50,000 there

  • @user-nf3vd6kv7e
    @user-nf3vd6kv7e 2 роки тому +3

    What advice/learning resources would you give to someone trying to start a project like yours, also how are you storing the voxels?0 (I saw in another vids comments that it wasn't an octree)

    • @xima1
      @xima1  2 роки тому +4

      I'm using somewhat an octree, but it's not a publicly available implementation

  • @user-nf3vd6kv7e
    @user-nf3vd6kv7e 2 роки тому +1

    How many bits are used to store each voxel?

    • @quite_dumb_profile_picture7687
      @quite_dumb_profile_picture7687 Рік тому

      You can suppose that it takes around 104 bits (That's a lot. You still can squeeze it smaller if you change the int type into int_16 type.) if the voxel's body is built like this
      {
      int:4 bytes x;
      int:4 bytes y;
      int:4 bytes z;
      char:1 byte VoxelID;
      }
      VoxelId would point out to the voxel's data like it's sub-voxel model. Int means number and char means ASCII characters.
      1 byte can contain around 256 combinations so it's pretty limited

  • @jakerbaker3386
    @jakerbaker3386 2 роки тому +4

    What software did you use?

    • @xima1
      @xima1  2 роки тому +5

      This is a new engine that I'm currently working on

  • @CharlesVanNoland
    @CharlesVanNoland 11 місяців тому +3

    I'm feeling the stress.

  • @Ðogecoin
    @Ðogecoin 8 місяців тому +2

    It looks good 😊

  • @cescimes
    @cescimes 2 роки тому

    oh wow...

  • @GabeRundlett
    @GabeRundlett 2 роки тому +19

    The voxel grid is really only 128^3 tho, right? I mean you can see when you simulate the automata that what you claim are individual voxels collapse down to be the coarser, non-instanced voxel size
    Modern hardware can't simulate automata at the scale of 1 billion yet.. that's the equivalent amount of data of over 120 4k images.
    Either way, great work! I love the GI and art style you're going for!

    • @xima1
      @xima1  2 роки тому +8

      Thanks, yeah that's what I'm referring to as sub-voxels. If you check my video "GPU Falling Sand", I actually have a compute based simulation, which can simulate up to 1 billion cells. Though I had to implement quite a few optimizations to make it that scalable.

    • @tomyologame5458
      @tomyologame5458 8 місяців тому

      hmm my 4090 running @ 300 Frames per Second in 4k. just saying

  • @thanatosor
    @thanatosor 2 роки тому

    Isn’t that magicaVoxel