Next video I'll use a minecraft map, and title it "This is not minecraft". Voxels are scalable based on SVODAG level, in this video it's set to level 15. There are 35,184,372,088,832 voxels in this scene. You might notice that the model is at a different voxel resolution, that is because it's voxelized at a octree level 12. This is capped currently but in future it will be uncapped. Next time I'll match it with the voxel scene so what you see is what you edit/paint. Thanks for watching! 🍍
@ardabruh13402 ай бұрын
0:35 me when I get hungry at a museum
@ApprenticeInBrabant2 ай бұрын
Now add voxel material physics, I'll wait
@TheFullAutomaticShermanShow2 ай бұрын
teardown has you covered great game
@AntekElektronik2 ай бұрын
most people wont understand how impressive that is
@refuge_studios2 ай бұрын
true, but a person like yourself will understand. :D
@JamZia2 ай бұрын
Neat, but not comparable.
@MichaelPohoreski2 ай бұрын
Exactly. 1m blocks is SIMPLE enough for a child to use. Where is the transparency?
@Stark1113r-j5u2 ай бұрын
And now do this all on gtx 1650 and with textures on each voxel (and not just color)
@MonsieurFlange2 ай бұрын
This has to be 3D scan data converted to a voxel environment right, the details is crazy
@MonsieurFlange2 ай бұрын
in fact at 0:45 you can see where the light coming through the beams of the railing is being rendered as lighter coloured voxels. This is still amazing work
@IdgaradLyracant2 ай бұрын
It is also why everything is hollow.
@refuge_studios2 ай бұрын
Correct! Detail is still not as good as i want yet, the 3D scan model is voxelized to a octree level 12 but the voxel engine supports higher octree levels, in this video the SVODAG is level 15 = 35,184,372,088,832 voxels.
@MonsieurFlange2 ай бұрын
@@refuge_studios damn - 160fps at 35 trillian voxels haha, nice work
@p529.2 ай бұрын
I don't wish Minecraft had this, it's cool but I like my blocks big
@SuperJonathanmatthew2 ай бұрын
yeah i agree but this tech could just scale the render distance or world gen height and depth to ridicules levels instead of making blocks smaller. then we had distant horizon level viewing distances. also i think i retrospective this is not entirely comparable to actual Minecraft since blocks have way more data about them in Minecraft including actual textures, and animations which would make this engine probably shit bricks and Crash and burn at this fidelity as well.
@ThatRocketstar2 ай бұрын
Transition goes hard 🔥
@refuge_studios2 ай бұрын
🍍
@pocketmage1242 ай бұрын
Imagine this but with shaders... so cool!
@PrinceCustodian2 ай бұрын
HOLY CRAP HOW DID YOUR COMPUTER NOT EXPLODE??? This would be a crazy tear down mod
@darrjulian89392 ай бұрын
This is literally just tear down with smaller voxels 😭
@11facehugger2 ай бұрын
wait til they hear about Minecraft's chisel mods
@bobkinn2 ай бұрын
Now make it on java, with block states and neighbour updates
@longfellowdeeds47262 ай бұрын
Minecraft already has this, except theirs actually works... Check out the Chisel and bits mod.
@tintingai88942 ай бұрын
Hi, this is really impressive I love it ! Do you have an idea of how many voxel is there in this scene ?
@refuge_studios2 ай бұрын
SVODAG level 15 = 35,184,372,088,832 voxels. The structure is scalable so higher levels and lower levels are possible as long as it fits within your GPU memory, currently working towards compressing SVODAGs to support higher level counts for GPU's with 8GB memory.
@tintingai88942 ай бұрын
@@refuge_studios This is insane. Do you plan also to add physics inside your engine in the future ?
@refuge_studios2 ай бұрын
@@tintingai8894 Yes, but that won't be for a while. 🍍
@DustInCompDev2 ай бұрын
Cutting tiny voxel shapes into the larger structures may be impressive from a technical standpoint, but in terms of voxel graphics, the mixed resolution kinda just looks bad tbh
@refuge_studios2 ай бұрын
Yeah, i agree, voxelization of the 3D scan model was a octree level 12 while the voxel scene was a SVODAG level 15 = 35,184,372,088,832 voxels. It's scalable so higher and lower levels are supported, next time I'll set the SVODAG to match the voxelization. :D
@macdonald_duckАй бұрын
How is it different from Ken Silverman's voxlap?
@refuge_studiosАй бұрын
I'm flattered that it's comparable to Ken Silverman's work. As Voxlap was developed in the past, our voxel engine has been able to utilize more researched techniques, and Vulkan for better performance. ♥
@captheobbyist64342 ай бұрын
teardown 2 is gonna be real now
@MountainLabsYTАй бұрын
Not another genius voxel dev!
@MiriadCalibrumAstar2 ай бұрын
Are these static voxels?
@refuge_studios2 ай бұрын
Yes, there's no physics currently. It's just a editable Sparse Voxel Octree DAG.
@MiriadCalibrumAstar2 ай бұрын
@@refuge_studios then, thats a lot of rendering out there. Any plans for the voxels to have textures?
@03PSY302 ай бұрын
Can you do Hogwarts like this?
@Hlebuw3k2 ай бұрын
Does it run on a 1060?
@refuge_studios2 ай бұрын
Not at this voxel resolution currently. 8 - 11 octree levels are supported.
@kevinderoo38802 ай бұрын
Is it just me or is this not as impressive as it looks? Just like Minecraft, this probably uses efficient code that only renders the surfaces visible to the player. Maybe even grouping big chunks of blocks together to make them one big object instead of many smaller blocks in order to reduce lag. Don't get me wrong, it's still very impressive. To me the video just kind of felt like it wanted me to believe that these tricks weren't used.
@MichaelPohoreski2 ай бұрын
Minecraft does NOT use efficient rendering code. Mods like _Optifine,_ _Sodium_ and _Distant Horizons_ demonstrate that in spades. While this SVO (Sparse Voxel Octree) is impressive it also _misses the point of Minecraft:_ *simplicity.*
@Z38_US2 ай бұрын
This is cool but unfortunately the title is massively clickbait as this has literally nothing to do with minecraft whatsoever