We have almost reached 4k subscribers! Thanks for the support. I have a discord group: discord.gg/9P8QSYf Project source code: github.com/TanTanDev/first_voxel_engine
@@Mooskislide im not jdh but im relatively new to programming (have experience with python fundamentals and thats pretty much it) and im about to try out rust, what to expect?
Congrats from a Veloren dev! Nice work, I love how approachable the video is. Next up: vertex ambient occlusion, volumetric lighting, animations! Looking forward to seeing this grow.
This is such an awesome devlog, you're one of my faves! I've played around with voxels in Unity and it's not easy lol I'm excited to see where you take this
This is really cool! I, while learning wgpu also made a small Voxel Engine and it's fun seeing how you implemented yours. A little story: I was curious about the performance of my Engine and generated a whole bunch of chunks and rendered them at the same time, I was really impressed with the performance (I guess the great performance of Rust can make up for my noobish coding) and started adding more and more chunks until it suddenly crashed. The error message from was something like "not enough memory", i was confused because I was hardly using 100mB of RAM and didn't realize the error was talking about VRAM xD. Next time i ran the program i looked at the vram usage and sure enough it managed to fill up the whole 6GB of my GPU. After thinking for a little too long about why this could be i realized that: something like 500 Chunks * at least ~2000 Vertices per chunk * 8 f32s per Vertex * 4 bytes per f32 = A whole bunch of bytes. So I managed to cram all of the information of a Vertex into one u32, 6bits for each coordinate 0-31, 3 bits for the normal and the remaining 11 for an index into a uniform storage buffer which stores the UVs. I have to be honest, i was quite proud of me that day and it did actually solve the memory problems. I am really curious how you will continue developing your Engine, it would be absolutely amazing if you can translate even just the some the features of your Unity Voxel RPG into Rust and make an actual game. My projects rarely last beyond the experimentation stage. Great video and channel overall!
Adding to my other comment, also IMO we should teach people to use the Simplex-type noise options in these libraries, and seek out libraries with them (FNL has it), to avoid Perlin's tendency to align features with the grid directions. Perlin has had a stronghold in the PCG community for not very good reason, when there are functions out there better suited to more purposes.
@@Tantandev FastNoiseLite. Successor to FastNoise. It's open source (github). The simplex-type noise functions in it are good for producing less visible grid following, and the domain rotation options in it are good for making the 3D functions that otherwise look griddy: Perlin, Value, and Value-Cubic) look good in 2D plane slices. (Using the 3D evaluator function)
Impresive project! Looks like RIIR is not just a meme :D I can definitely relate to your decision to try this. Actually that's probably the biggest downside of rust: Once you know it well enough, you want to write EVERYTHING in it. At this point pretty much every other language just feel unsatisfying and brittle to me.
Coming from dynamic language,. Rust have a steep learning curve, borrow checker is a pain to deal with at first, but when I finally get it my code is so much cleaner.
This video is so nice! You inspired me, downloading rust rn, can't wait to try it. Update: I'm following the book and damn is kinda complicated, for me at least that just used python lol, but I'm enjoying, gonna get the basics of the language and try to find a PyGame for rust and make some games.
Thank you so much for making this video. I was about to cry because I couldn't figure out where the flickering was coming from, but it's the backend :')
Heeey Tantan amazing video as always, it's really nice to follow your progress with rust and the voxel game. The animations that you put in the video were really pleasant, I really enjoy the rhythm of your videos :)
Everyone in the world wants to become Software Engineer just because of 6 figured salary but few person like you really loves to write the code and build project that the true spirit who is passionate about building out projects.
So coooool. Thank's. I learn rust right now, and your voxel engien look's really great, and inspirating for me. Thank's a lot for your sharing. I hope, you will continue to talk about your engine. Good job and keep courgage for the next steps.
First, great vid as usual. One question, why no Bevy? Would Bevy have made it faster or harder to do this project (I am not a game developer, so, just curious).
Bevy might have been a little bit faster due to not requiring as much graphics rendering knowledge (maybe), but my goal is to better understand how it works as low level I can, because I find it really interesting.
Awesome video man! I saw the guy who made Assetto corsa using wgpu-rs to build his next game. I thought about about using it to mess around with building a voxel engine but ended up on the c library raylib. I want to try and understand how a voxel engine works before diving into graphics programming.
Interesting project, specially given the need to learn rendering by yourself. The only problem I have with this is that those are what I like to call boxels, not fully fledged voxels. In the same way that a bitmap is not just back and white, but have values in between and even representing not just grayscale but colors which are not even linear, the same can apply to voxels. A voxel "image" can define a scalar field, like those used for MRI images and rendered smoothly either using threshold values which probably now is totally doable using just shaders, but the easier way out is using marching cubes over that scalar field in order to render it using polygons.
Rust, the new foundation for new languages. Keep it up tantan. Would be grateful, if you could also publish a brief of your becoming a programmer for the inspiration on your channel, please. Thanks.
I've recently started dabbling with developing a game without an engine, and I thought it was a good idea to use vulkan directly. But turns out wgpu probably is a better idea :)
"I end up writing unoptimized bad code because it is fast and easy to do, and in the end, it ends up harder to work with." Man, I can't relate much more, LOL, happens to me if not most, but all the times. The spaghetti code, the class that doesn't make sense, the dwindling interest in the project, LMFAO, seems I'm looking on a clone of me, hahahhahahahah. Can't help myself with how much I can relate to this dude!
Heya tantan. Have you ever used the gdnative crate for rust to use rust in the godot game engine? I recommend you try it out cause it gives you a GUI where u can work with
Hey! I am Jeff. I have done some basic (very basic) programming before. I decided that I am going to learn to make games using rust. Absolutely following your channel and your links are very helpful. As a complete novice to programming do you have ideas for projects that I could start with to help me progress??? (I really dont even know what a library is yet =P)
This is not a voxel graphic, it uses a polygonal mesh that simulates voxels, for a full voxel graphic, you need to use a 3D point tree and recursive ray casting (for relistic rendering) 🤨
We have almost reached 4k subscribers!
Thanks for the support.
I have a discord group:
discord.gg/9P8QSYf
Project source code:
github.com/TanTanDev/first_voxel_engine
Woooo!
lowkey hoping eventual game is using bevy 👀
You got 30k now short king
Bold of you to use a language with proper memory safety facilities for such a project.
woah the actual jdh
@jdh what's your opinion on Rust? Personally, I used to listen to the memes then tried it myself about a month ago and enjoyed it a lot.
@@Mooskislide im not jdh but im relatively new to programming (have experience with python fundamentals and thats pretty much it) and im about to try out rust, what to expect?
@@poopfungus5097 greatest language of all time
@@bnlbnlbnl "asm" we can't argue
Congrats from a Veloren dev! Nice work, I love how approachable the video is. Next up: vertex ambient occlusion, volumetric lighting, animations! Looking forward to seeing this grow.
loving the 'hectic programming' spotify playlist u got there
It's very useful when you are in the zone!
I'm a simple man: I see a Tantan video, I press like
You continue to blow my small gamer mind with these projects bro... I'm already looking forward to part 2 👀
This is such an awesome devlog, you're one of my faves! I've played around with voxels in Unity and it's not easy lol I'm excited to see where you take this
Nice video! Glad my tutorial was helpful! I've been thinking of implementing my own voxel engine as well.
The legend himself! :O
@@Tantandev I'd hardly say legend, but thanks!
what a madlad. man said "no need for game engine i got this."
This is really cool!
I, while learning wgpu also made a small Voxel Engine and it's fun seeing how you implemented yours.
A little story:
I was curious about the performance of my Engine and generated a whole bunch of chunks and rendered them at the same time, I was really impressed with the performance (I guess the great performance of Rust can make up for my noobish coding) and started adding more and more chunks until it suddenly crashed.
The error message from was something like "not enough memory", i was confused because I was hardly using 100mB of RAM and didn't realize the error was talking about VRAM xD.
Next time i ran the program i looked at the vram usage and sure enough it managed to fill up the whole 6GB of my GPU. After thinking for a little too long about why this could be i realized that: something like 500 Chunks * at least ~2000 Vertices per chunk * 8 f32s per Vertex * 4 bytes per f32 = A whole bunch of bytes.
So I managed to cram all of the information of a Vertex into one u32, 6bits for each coordinate 0-31, 3 bits for the normal and the remaining 11 for an index into a uniform storage buffer which stores the UVs. I have to be honest, i was quite proud of me that day and it did actually solve the memory problems.
I am really curious how you will continue developing your Engine, it would be absolutely amazing if you can translate even just the some the features of your Unity Voxel RPG into Rust and make an actual game. My projects rarely last beyond the experimentation stage.
Great video and channel overall!
What a great story to read!
Next up is looking at optimization, I will keep this in mind
Ohh thats cool! Honestly not surprised you moved to building your own engine in Rust. Really great job and excited to see where you take this!
Haha yeah I was thinking, some people probably could have guessed I would try something like this at some point
Really cool video! I like that you show how you made it, it is really interesting to watch! :)
Adding to my other comment, also IMO we should teach people to use the Simplex-type noise options in these libraries, and seek out libraries with them (FNL has it), to avoid Perlin's tendency to align features with the grid directions. Perlin has had a stronghold in the PCG community for not very good reason, when there are functions out there better suited to more purposes.
I will definitely explore more noise functions! what is FNL?
@@Tantandev FastNoiseLite. Successor to FastNoise. It's open source (github). The simplex-type noise functions in it are good for producing less visible grid following, and the domain rotation options in it are good for making the 3D functions that otherwise look griddy: Perlin, Value, and Value-Cubic) look good in 2D plane slices. (Using the 3D evaluator function)
omg i’m so excited
Impresive project! Looks like RIIR is not just a meme :D I can definitely relate to your decision to try this. Actually that's probably the biggest downside of rust: Once you know it well enough, you want to write EVERYTHING in it. At this point pretty much every other language just feel unsatisfying and brittle to me.
Haha yeaah Rust messes with my head when I go to other languages, I want me Enums :p
Coming from dynamic language,. Rust have a steep learning curve, borrow checker is a pain to deal with at first, but when I finally get it my code is so much cleaner.
This video is so nice! You inspired me, downloading rust rn, can't wait to try it.
Update: I'm following the book and damn is kinda complicated, for me at least that just used python lol, but I'm enjoying, gonna get the basics of the language and try to find a PyGame for rust and make some games.
Hope it goes well! You can ask away in my discord if you need help, we are friendly :)
@blot Still programming on it :) really nice, really like it and even did some gigs with game dev on it, the pygame for rust is Macroquad ;)
Hey Zac, 9 Months later now, how is it going?
Thank you so much for making this video. I was about to cry because I couldn't figure out where the flickering was coming from, but it's the backend :')
Heeey Tantan amazing video as always, it's really nice to follow your progress with rust and the voxel game. The animations that you put in the video were really pleasant, I really enjoy the rhythm of your videos :)
Means a lot! Your comments always cheers me up!
omg, I love these little animations everywhere! This is amazing
This is really interesting! You're really good with this stuff. :)
Everyone in the world wants to become Software Engineer just because of 6 figured salary but few person like you really loves to write the code and build project that the true spirit who is passionate about building out projects.
Very cool devlog, thanks!
So coooool. Thank's. I learn rust right now, and your voxel engien look's really great, and inspirating for me.
Thank's a lot for your sharing. I hope, you will continue to talk about your engine.
Good job and keep courgage for the next steps.
Thank you! I'm next going to look into optimizing the code which will be super interesting, I think atleast haha.
Cant wait to watch
7:04 - You have a typo in your code.
"set_density_fraciton"
The one bad thing about code autocompletion is typos like this won't be discovered for a long time
You're awesome. Nice work👍
Inspiring video as always.
My man, that's pretty sick progress! I've been holding off on getting into WGPU but this made it seem quite approachable, gonna give it a shot soon!
I like the way you jenerated the schunk and adschechted the values.
Nice move man, I will follow up, very inspiring.
First, great vid as usual. One question, why no Bevy? Would Bevy have made it faster or harder to do this project (I am not a game developer, so, just curious).
Bevy might have been a little bit faster due to not requiring as much graphics rendering knowledge (maybe), but my goal is to better understand how it works as low level I can, because I find it really interesting.
@@Tantandev Makes total sense. Thanks for the answer. Cool channel!
Wow, that's very amazing
Awesome video man! I saw the guy who made Assetto corsa using wgpu-rs to build his next game. I thought about about using it to mess around with building a voxel engine but ended up on the c library raylib. I want to try and understand how a voxel engine works before diving into graphics programming.
Love seeing Rust getting popular with game devs! Great devblog, keep it going!
Another great rust video! The engine looks great and I can't wait to see if you actually integrate it with your game.
Interesting project, specially given the need to learn rendering by yourself. The only problem I have with this is that those are what I like to call boxels, not fully fledged voxels. In the same way that a bitmap is not just back and white, but have values in between and even representing not just grayscale but colors which are not even linear, the same can apply to voxels. A voxel "image" can define a scalar field, like those used for MRI images and rendered smoothly either using threshold values which probably now is totally doable using just shaders, but the easier way out is using marching cubes over that scalar field in order to render it using polygons.
humungus Pog the bababoi is at it again with rust less gooo
ok now this is epic
I like your Carykh-like character.
Rust, the new foundation for new languages. Keep it up tantan.
Would be grateful, if you could also publish a brief of your becoming a programmer for the inspiration on your channel, please. Thanks.
Can you please make a crash course for graphics programming in wgpu? 🙏
Great video! Great information about the process even i understood :)
I've recently started dabbling with developing a game without an engine, and I thought it was a good idea to use vulkan directly. But turns out wgpu probably is a better idea :)
I'm gonna learn WGPU-rs and Rust! :D Wish me luck!
brave brave man! good luck :D
@@Tantandev :D
Tantan = rust lover
You cannot change my mind.
Damn this is awesome
"I end up writing unoptimized bad code because it is fast and easy to do, and in the end, it ends up harder to work with."
Man, I can't relate much more, LOL, happens to me if not most, but all the times. The spaghetti code, the class that doesn't make sense, the dwindling interest in the project, LMFAO, seems I'm looking on a clone of me, hahahhahahahah. Can't help myself with how much I can relate to this dude!
The Rusty Man himself
Wow, i didnt even know that rust had bindings for opengl!
I'm very impressed how many libraries exists for Rust!
Why did you use fast noise instead of the FOSS version?
I still haven't successfully done the triangle program... I've tried several times over the last couple months
Heya tantan. Have you ever used the gdnative crate for rust to use rust in the godot game engine? I recommend you try it out cause it gives you a GUI where u can work with
Coffeeeee
Hey! I am Jeff. I have done some basic (very basic) programming before. I decided that I am going to learn to make games using rust. Absolutely following your channel and your links are very helpful. As a complete novice to programming do you have ideas for projects that I could start with to help me progress??? (I really dont even know what a library is yet =P)
is this the new cubeworld?
Heath Ledger is alive
I was wondering if you'd do this
Nice video, but why is it in 15~ fps
Rust is a better option than C++ when creating a game right? With no game engine that is
Well the setup is easier, best option is really broad and there is preferences to something like this, but it's really good 👍
3:02 probably windows not working properly with vulkan, less likely to be a problem with the library
Have you seen wbk?
''I'm a banana'' 0:11
god speed
you look like heath ledger
good vidoe :)
This is not a voxel graphic, it uses a polygonal mesh that simulates voxels, for a full voxel graphic, you need to use a 3D point tree and recursive ray casting (for relistic rendering) 🤨
Why is your video 5 fps?
Ah yes making a Game Engine with Rust then specifying you did not use any free Game Engine out there to build your Game Engine made with Rust.
Perez Jose Garcia Lisa Williams Richard
07:10
let height_val = height_val * 1f64; - ???
Lopez Sarah Hall Melissa Clark Edward
1:38 lmao unity
bro you rock
So if we don't use game engine, we'll need coffee