The founder, Wouter, has created or helped design 10 programming languages. Voxile is built in his newest language: Lobster. Wouter has been a major contributor to WASM and LLVM while also inventing flatbuffers. He’s worked at Crytek, Gearbox and Google among many other places. I’ve never seen anything like Voxile.
Very cool - the post made me want to play the game, and check out lobster, but didn't link to it - lobster is open source: https://github.com/aardappel/lobster. It doesn't look like the voxel engine is, though, which is a bummer. On reflection, I'm guessing that game is built for mods, so that would be a path to getting to play with the engine side.
Any ideas how to increase the render distance way further?
Because that's where I always get stuck. There are so many cool algorithms and ideas that I have like combining ray tracing with meshing and even like imposters for the distant chunks.
But this is getting very complicated with contrees and raytracing/marching etc.
With raytracing having a far render distance is actually fairly cheap and simple compared to polygonal worlds (good looking LOD is hard).
Some reasons why we don't have a super far render distance, in order of importance:
The biggest is GPU memory. The octree that holds the world gets gigantic at large sizes. We'd have to swap parts out as the camera moves. We can do that but haven't gotten there.
Noise: raytracing looks incredibly noisy if you simply cast rays far into small geometry. Hence we even have LOD for blocks, even though they're not needed for efficiency, they're needed for visual stability.
If you're unlucky and a ray has a lot of near misses with geometry, it does more work than other rays and it causes GPU performance degradation. It's rare but to raytrace far you have to optimize for a certain amount of ray steps, we actually put a bound on this.
We find having fog gives some visual unity and sense of scale. With far away fog, the world looks VERY busy visually.
The founder, Wouter, has created or helped design 10 programming languages. Voxile is built in his newest language: Lobster. Wouter has been a major contributor to WASM and LLVM while also inventing flatbuffers. He’s worked at Crytek, Gearbox and Google among many other places. I’ve never seen anything like Voxile.
Gorgeous. These are the graphics I wish Veloren[1] had. Maybe my machine is lacking the specs to dial up the graphics all the way…
[1]: https://veloren.net/
Very cool - the post made me want to play the game, and check out lobster, but didn't link to it - lobster is open source: https://github.com/aardappel/lobster. It doesn't look like the voxel engine is, though, which is a bummer. On reflection, I'm guessing that game is built for mods, so that would be a path to getting to play with the engine side.
Yes, only the lower layers are open source right now. We will eventually expose more, when modding will more stable, etc.
Right now the editor has a UI driven minimalistic language for specifying quests and other gameplay actions.
Any ideas how to increase the render distance way further?
Because that's where I always get stuck. There are so many cool algorithms and ideas that I have like combining ray tracing with meshing and even like imposters for the distant chunks.
But this is getting very complicated with contrees and raytracing/marching etc.
With raytracing having a far render distance is actually fairly cheap and simple compared to polygonal worlds (good looking LOD is hard).
Some reasons why we don't have a super far render distance, in order of importance:
The biggest is GPU memory. The octree that holds the world gets gigantic at large sizes. We'd have to swap parts out as the camera moves. We can do that but haven't gotten there.
Noise: raytracing looks incredibly noisy if you simply cast rays far into small geometry. Hence we even have LOD for blocks, even though they're not needed for efficiency, they're needed for visual stability.
If you're unlucky and a ray has a lot of near misses with geometry, it does more work than other rays and it causes GPU performance degradation. It's rare but to raytrace far you have to optimize for a certain amount of ray steps, we actually put a bound on this.
We find having fog gives some visual unity and sense of scale. With far away fog, the world looks VERY busy visually.
This looks so cool! Love the build to fight angle.
Gonna try it as soon as... I have time
Now this is the kind of thing I expect people to bring to show and tell when they post about how they are 100x as productive thanks to AI.
Haha.. yeah entirely coded without AI so far, lets see how long we keep that up :P
lobster: Like rust, python and ruby all mixed together