That first red ball and then the voxelated red ball must have felt so satisfying.
@frozein9 ай бұрын
They really did
@DouglasDwyer9 ай бұрын
Oh yes! Utilizing the hardware BVH system in conjunction with custom intersection shaders for the voxels is something that I haven't seen anyone do yet. Very cool. I am curious to see how it performs over time in comparison to, say, compute-shader ray marchers. Do you use any acceleration structure for the voxel traversal?
@TeslaPixel9 ай бұрын
Yes I would like to know the same. I feel like it could be possible that the raytracing pipeline is too generalised and might not perform as well as the compute shader approach as a result. That being said, for raytracing specific hardware, the compute approach might not have access to a card's full resources.
@frozein9 ай бұрын
Good to see you here! Currently I'm just marching through a flat 3D texture, but I plan to add a bunch of different accel structures (octree, DAG, etc.) and allow the users to pick them on a per-volume basis. I'm hoping this will allow for more fine-tuned optimization.
@GabeRundlett8 ай бұрын
John Lin was absolutely doing HWRT for voxels - that was what started the project he showed on YT (first 4 videos I believe), and although he scrapped it for a while due to the AS build perf, he came back to it IIRC (for the final video or so).
@frozein8 ай бұрын
@@GabeRundlett The AS build performance is definitely one of my largest concerns. So far it doesn't seem to be an issue but my test scenes have been quite small.
@darkgn0ll5879 ай бұрын
I originally subscribed for you first voxel engine series- excited about this one!
@judgsmith9 ай бұрын
Yeah I am hyped
@YippeePlopFork5 ай бұрын
Hi Frozein! I ended up here as I follow Douglas Dwyer and his work on Sparse Voxel Octrees and his game engine. The KZbin algorithm worked correctly for a change! Thanks for sharing your amazing work. Subscribed 😊❤️
@sketch43639 ай бұрын
I loved your last voxel engine series, Im excited to see a new attempt at it
@DeGandalf9 ай бұрын
I've started doing the Vulkan hello triangle tutorial recently, since I was also inspired by all of the cool voxel engines here on YT (including yours), so I'm super interested in your coming dev logs!
@frozein9 ай бұрын
Thanks! Good luck in your own Vulkan projects!
@lopsidedpolygon9 ай бұрын
youtube has reccomended a new voxel dev channel every day for the past two week
@BlankMauser2 ай бұрын
I like following all the voxel dev youtubers as they seemingly all make great breakthroughs one upping each other haha
@AIShipped7 ай бұрын
I cant imagine the excitement for getting something working after many hours looking through documents on a topic with not many resources! Looking forward to more progress!
@SpicyMelonYT9 ай бұрын
Looking forward to what you can make. I have been doing the same for years but not gotten that far. Succeed where I have failed!
@frozein9 ай бұрын
Thanks! Good luck with your own projects!
@UliTroyo9 ай бұрын
(I get lost in C418’s music.) Really looking forward for this project!
@frozein9 ай бұрын
I love C418
@BLOitouP8 ай бұрын
I would also be very very interested to see how you structured your project and code base.
@frozein8 ай бұрын
I'll cover the code structure in a future video. I would also like to open-source the project eventually but I'm waiting for it to mature a bit.
@aspidinton9 ай бұрын
c418 music is a great choice! and yeah good video too xd
@bekirkagankaraahmetoglu9 ай бұрын
This is my first time watching a devlog from the start. Awesome work!
@davidmc9719 ай бұрын
Subbed - great video and looking forward to seeing your voxel journey with this one!
@dingusbrule57569 ай бұрын
I hope to see where this goes!
@samosborne9 ай бұрын
Amazing, love watching this :)) gonna catch up on all your previous videos
@GabeRundlett9 ай бұрын
I'm loving it!! Great work. I haven't yet gotten a chance to play around with Rt pipelines, so this is awesome
@frozein9 ай бұрын
Yeah most people doing raytracing use compute shaders, so I'm very curious how this will turn out.
@GabeRundlett8 ай бұрын
@@frozein I think it'll turn out well! I just wrote my first RT shaders this weekend, and I've got some promising results already!
@frozein8 ай бұрын
@@GabeRundlett Good to hear, hopefully more people start to use and understand the RT pipeline
@lel75319 ай бұрын
Great video ! I can't wait to see what's next
@lyagva9 ай бұрын
Watching you from the very first vid! Good job!
@JoeTheis9 ай бұрын
Looks like great progress! Good luck and keep at it.
@DerClaudius9 ай бұрын
Looking good, I'm excited... here's some engagement ^^
@alan832519 ай бұрын
Really interesting work! I'd love to learn Vulkan myself.
@andrewpullins88179 ай бұрын
Looks pretty smooth.
@billynugget71029 ай бұрын
Crazy vid, so much work and learning to get to that stage. How long does it take for the bvh structure to be built?
@frozein9 ай бұрын
I haven't done enough extensive testing, but for a very simple scene it seems to be ~1ms. I have to investigate more seriously though.
@shadamethyst12589 ай бұрын
Really impressive!
@darkfllame9 ай бұрын
i must say, this will be cool :)
@LineOfThy9 ай бұрын
voxels, HELL yeah
@capslpop8 ай бұрын
Hey Frozein! I love your videos! I am very excited to see what new progress you make on the new engine :) Will you do updates for terra toy? Or will you continue only focusing on this new engine? I know working in the same code space indefinitely is not very fun. But I would like to see more updates of terra toy! I think adding a few simple things (perhaps like falling sand or tiny creatures) while advertising the game on your channel could improve the revenue a lot?
@frozein8 ай бұрын
I would like to make updates for Terra Toy, but school takes up so much of my time that I can only give enough attention to one project at a time. Maybe over the summer I'll work on it. I'm happy you're enjoying Terra Toy!
@capslpop8 ай бұрын
@@frozein Ok no worries! Thanks :)
@Plunzi9 ай бұрын
Here we go again :O
@mistikalcanavarlarparlamen32659 ай бұрын
The choice of that one album is immaculate I shall say. I listen to it while coding too.
@frozein9 ай бұрын
Yeah its great
@superplumpham9 ай бұрын
This looks rad. I've been watching voxel engine videos for a while but not many devs include animated voxel structures. As this is ray-traced, is it likely to perform well with extremely large voxel counts? I've been loving the Distant Horizons Minecraft mod which uses LODs for large worlds but I know some ray-traced engines are performant on large worlds by default
@frozein9 ай бұрын
Implementing an LOD system will be pretty easy with the way I've designed the API , so I'll do that sometime in the future and see how far I can push the render distance.
@brandonallen23019 ай бұрын
Sick man, subbed. What do you use to edit your videos?
@frozein9 ай бұрын
Davinci Resolve. It's free and pretty decent.
@BLOitouP8 ай бұрын
I feel i am at a point of ignorant confidence with vulkan, I think i might join you on this journey :)
@frozein8 ай бұрын
I wish you luck!
@ChrisDaGamer9 ай бұрын
"i know it doesn't look like a lot of progress" shut up, this is amazing progress for this being your second Vulkan project, be a little more proud of yourself!
@cube2fox9 ай бұрын
Maybe you want to make the music more quiet in the next video. I find it a bit hard to listen to otherwise.
@frozein9 ай бұрын
Noted, thank you
@NotAFoe9 ай бұрын
Hell yeah!
@gottfrid_n9 ай бұрын
very cool
@masela019 ай бұрын
wow! very cool
@Yagir5 ай бұрын
This is voxel geometry building by base vertices, or you use something like ray marching to draw geometry?
@frozein5 ай бұрын
The engine uses raytracing, vulkan hardware raytracing specifically.
@gooxey9 ай бұрын
Maybe also make it that each voxel can only have one color. This could also make shadows look pretty cool and unique. And you could maybe look into making the whole world just a single grid so that all animations are forced to look voxely / pixelated like in those old 2d jump and runs like mario
@frozein9 ай бұрын
I'm definitely going to give each voxel it's own color, but I'm not going to force everything on the same grid. My last engine only had one grid and it proved very difficult to implement things like animations efficiently. I had to constantly remove and add new voxels, which was inefficient.
@gooxey9 ай бұрын
I think John Lin did something like this but as far as i know he is not developing his engine anymore. If you’re lucky you could find his source code and how he did his animations.
@frozein9 ай бұрын
@@gooxey His source code is definitely not public unfortunately. But yes I also believe he used a similar approach, possibly also with Vulkan. Making an engine like his will require an insane amount of work.
@minetomek9 ай бұрын
It always takes a lot of time for the backend with not a lot going on to the user.
@Psychx_8 ай бұрын
Do you know about the pros and cons of using ray queries instead of the classic RT approach? AFAIK the former is said to perform much better on AMD hardware but I don't know the specifics of why it does that.
@frozein8 ай бұрын
I assumed that ray queries would be slower since the driver has less room for optimization. But if it supposedly performs better on AMD I'll test it out eventually.
@ChopinDolphy5 ай бұрын
Are you using the NVIDIA RT API or the Vulkan cross-vendor API?
@frozein5 ай бұрын
The Vulkan cross-vendor API. I've only been able to test it on an NVIDIA card so far but it should work on any card supporting hardware RT.
@sebbog9 ай бұрын
0:45, FinalForEach? He made Cosmic Reach.
@frozein9 ай бұрын
Yeah his work is impressive too!
@literallymaciek36889 ай бұрын
can you implement models made in MagicaVoxel
@frozein9 ай бұрын
Yes I'll definitely implement that eventually
@Kraaven20269 ай бұрын
does this support backface culling?
@frozein9 ай бұрын
Backface culling is a rasterization technique, so it doesn't really apply to this engine.
@dottedboxguy9 ай бұрын
YO BASED
@ollllj9 ай бұрын
this really does not look like that many voxels.
@frozein9 ай бұрын
Yeah its still in it's early stages, I'll get more impressive test scenes in future videos!
@kotofyt9 ай бұрын
hehe, my blas/tlas doesnt work
@frozein9 ай бұрын
That's quite unfortunate :(
@kotofyt8 ай бұрын
@@frozeinNow my rchit shader dies because I read the buffer, yay
@PowerGamerSC9 ай бұрын
again?
@frozein9 ай бұрын
Indeed
@korigamik9 ай бұрын
Man why don't you open source any of your projects😢
@frozein9 ай бұрын
I'll likely open source this eventually, I just want the code to be a bit more mature.
@anthonysteinerv9 ай бұрын
why ppl upload devlogs? literally never useful, just flexing, only the first videos get some hype then 0 views. post something useful.