How I Created a Voxel Raycaster in Python...

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  • เผยแพร่เมื่อ 21 ส.ค. 2024
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ความคิดเห็น • 64

  • @dungeonrobot
    @dungeonrobot หลายเดือนก่อน +86

    For performance you should rewrite it in Rust and then hand $5,000 in cash to me immediately. This will surely improve your FPS

    • @lukasjetu9776
      @lukasjetu9776 หลายเดือนก่อน +2

      hey, i want some too

    • @dungeonrobot
      @dungeonrobot หลายเดือนก่อน

      @@lukasjetu9776 Always happy to lend some performance. I’ll cut you a sweet deal too: $3,000

    • @JJoe1
      @JJoe1 27 วันที่ผ่านมา

      after making it in rust do it again in C++ as it is just a bit better (le joke)

  • @ThankYouESM
    @ThankYouESM หลายเดือนก่อน +12

    Cache Combine Distant Voxels: when more than one voxel looks like a single pixel.

  • @Lexxaro
    @Lexxaro หลายเดือนก่อน +2

    Some Ideas on optimizing:
    -Profile your code! If you don't know what's actually slowing down your program you'll probably spend huge amounts of time just optimizing small things that aren't actually the bottleneck of your program. And in the worst case you'll even slow down parts of your program.
    -Make sure your using library calls correctly. My personal experience with python graphics is very limited, but it could be that the calls to functions drawing your image and presenting it are taking much longer then expected. In graphics programming generally when rendering the image try to keep calculation of the image and presentation seperate. Hand the rendering API only the finished image as memory operations are much more expensive than math operations.
    -And lastly: If you're actually trying to get comparable speeds, you will need to use a faster language, like c/c++/rust. It may seem daunting at first, but in the end they are also just programming languages and thus more similar to python than not. Your rendering code for example could look nearly identical. And by using all the high level features provided by the standard libraries of these languages you don't have to be some kind of wizard to use them.
    Well I'm interested to see what you'll code in the future!

  • @FinFET
    @FinFET หลายเดือนก่อน +3

    Pretty coool, I would suggest using numba to speed things up

  • @The-python-guy
    @The-python-guy หลายเดือนก่อน +6

    Dude I had a choice between 2 amazing youtubers and well looking I noticed you, ofc I have to click God bless your sorce code on a textured raycaster helped me so much. funny enough I've used that exact same voxel pixel renderer that your showing on the screen right now to make a doom clone deathmatch shooter that me and my bother love Amen man wish you well

  • @super3dcrafts
    @super3dcrafts หลายเดือนก่อน +2

    1000 subscribers! Gratz!

  • @poptre67
    @poptre67 หลายเดือนก่อน +20

    i think you could optimize it by using a different coding language and using parallel processing

  • @yovo7499
    @yovo7499 8 วันที่ผ่านมา +1

    bro was like 'refrain from mentioning parallel processing' but since you can separate and calculate all the verical lines independently of each other you can just use numba in parallel for one of the loops. You have to reorder your z and x loops though, so that you go first through each vertical line and then for it you go through each z distance. For the same resolution that you set and with render distance of 2000 I got like 700-800fps...

    • @shifteleven
      @shifteleven 8 วันที่ผ่านมา

      Is there source for this code he and you did?

  • @coleslater1419
    @coleslater1419 หลายเดือนก่อน +1

    this reminds me of a spoonkid video, this is wonderful

  • @electrobean
    @electrobean หลายเดือนก่อน

    Also, this is coming from someone writing a Vulkan renderer for fun, so take this with a grain of salt, but OpenGL is not very hard to learn. Some of it doesn’t transfer great to Python, so if you really want it to go fast I’d honestly say moving to Kotlin (likely using LWJGL’s OpenGL bindings) would probably go reasonably well considering you know Python already.

  • @_Zie_
    @_Zie_ หลายเดือนก่อน +2

    I think you could try and divide the map into chunks and use parallel processing 👉👈
    Using chunks for render distance and LOD might be able to really cut down on the number of distance calculations you need.
    Or you could pre-process chunks in different LODs, using more memory space but cutting down on the number of calculations you have to do every frame?

  • @ginodianna-h1z
    @ginodianna-h1z หลายเดือนก่อน

    you need to blow up i love your videos

  • @anzo.7806
    @anzo.7806 หลายเดือนก่อน

    First of, what I don't see a lot of ppl mentionning here, is to try identify what truly makes your code slow down... Forget about implementing x or y blindly. Without knowing what kind of issue you are addressing (memory banwidth ? Too much computation ?) you are not going to make significant improvement.
    So get a python profiler, learn a bit how pygame works (bc imho you may be calling its graphic api in an very unsufficiant maneer), and see which functions calls slow you down. Then, and only then try to think about optimization :
    Is computing the square root too much ? Maybe try an approx.
    Is blitting one pixel after another too expensive ? Maybe try to coerce chunk of colors together. etc etc..
    Finally, when this repeated over and over, and you can't get much more, only then should you consider multiprocessing (which is a whole another beast on its own)
    That's how I would do it. Have fun !!!

  • @blaz2892
    @blaz2892 หลายเดือนก่อน +2

    Now do it in C

  • @oneomany
    @oneomany หลายเดือนก่อน +1

    why's young garfield teaching me python

  • @Gamedevanimatorbunny
    @Gamedevanimatorbunny หลายเดือนก่อน +1

    Wow make this more popular get this guy to 1m subs

  • @ThankYouESM
    @ThankYouESM หลายเดือนก่อน

    Binary Meshing (Cache): 0 = space. 1 = voxel... create a pre-calc rotation dict()

  • @DavidRobichaud-c2j
    @DavidRobichaud-c2j หลายเดือนก่อน

    Great work!

  • @ThankYouESM
    @ThankYouESM หลายเดือนก่อน +1

    How Sets Can Truly OPTIMIZE Your Python Code - th-cam.com/video/k_Hp4C-OQmM/w-d-xo.html

  • @moldybot9387
    @moldybot9387 หลายเดือนก่อน

    Using a jit compiler should improve performance drastically

  • @jasm0_0
    @jasm0_0 หลายเดือนก่อน

    one optimization technique is to use c++

  • @ThankYouESM
    @ThankYouESM หลายเดือนก่อน

    Avoid the use of floating point numbers altogether when rendering in gameplay by using dict() cache or memoization.

  • @felixhartl4813
    @felixhartl4813 หลายเดือนก่อน

    PLEASE USE THE NUMBA MODULE!!!

  • @ThankYouESM
    @ThankYouESM หลายเดือนก่อน

    Just in case still too slow no matter what you do... have Javascript with JSON creating temp (buffer overwriting) PNG1 + PNG2 to do all the heavy lifting so it reads like MP4 streaming instead.

  • @ThankYouESM
    @ThankYouESM หลายเดือนก่อน

    Maybe use resize * 16 + PIL blur to create the height map

  • @axiomgd5416
    @axiomgd5416 หลายเดือนก่อน

    you could try running it with pypy
    its an alternative python implementation thats quite fast and very compatible with cpython code

  • @SNOUTxTOUT
    @SNOUTxTOUT หลายเดือนก่อน

    rendering with the experimental _sdl2 module in pygame-ce should speed things up a lot as it will draw using the GPU
    i've seen some performance increase using pypy with pygame too

  • @ThankYouESM
    @ThankYouESM หลายเดือนก่อน +1

    Speeding Up Python Code With Caching - th-cam.com/video/0_ievUF0L_E/w-d-xo.html

  • @moonyl5341
    @moonyl5341 29 วันที่ผ่านมา +1

    2:29 y'uore're*

  • @thoughted6069
    @thoughted6069 หลายเดือนก่อน

    Do rendering on the GPU please.
    Use a graphics API with python bindings.
    Rendering on the CPU is a goddamn crime.
    Yet alone rendering on a CPU with python!

  • @Person-who-exists
    @Person-who-exists หลายเดือนก่อน

    Try running it in pypy.
    Pypy is just a python interpreter but is much faster than cpython.

  • @link1581
    @link1581 22 วันที่ผ่านมา

    He should add multithreading 😆

  • @BiuerBoris
    @BiuerBoris หลายเดือนก่อน

    I bet Shoriminimoe has some great optimization tips

  • @tochukwuukpabi901
    @tochukwuukpabi901 หลายเดือนก่อน

    wow, just wow

  • @1ups_15
    @1ups_15 หลายเดือนก่อน +1

    how much faster do you think this could get if you did all the calculations using numpy?

  • @wijiler5834
    @wijiler5834 24 วันที่ผ่านมา

    Make it in c and vulkan with hardware raytracing (very fun trust me)

  • @electrobean
    @electrobean หลายเดือนก่อน

    I’m sure people have already said this but please just profile before listening to anyone’s suggestions, fix what’s slow not what looks slow.

  • @LLDJ_
    @LLDJ_ หลายเดือนก่อน

    why does this only have have 76 views 😭😭

  • @user-zo1kn8ob7h
    @user-zo1kn8ob7h หลายเดือนก่อน +1

    please try nonperpendicular processin

  • @MuffinTastic
    @MuffinTastic หลายเดือนก่อน +1

    i'm thinking of two words and they both begin with the letter p

  • @ulixir
    @ulixir หลายเดือนก่อน

    time to switch to lua boy 300x the performance frfr

  • @hillybankok
    @hillybankok หลายเดือนก่อน

    use parrallel processing.

  • @user-zo1kn8ob7h
    @user-zo1kn8ob7h หลายเดือนก่อน

    2:45 and java
    xD

  • @mokouu
    @mokouu หลายเดือนก่อน

    what the hell man dont find me

  • @cvabds
    @cvabds 24 วันที่ผ่านมา

    I bet you can't create it on templeOS

  • @brunobaur
    @brunobaur หลายเดือนก่อน

    Use C++ 😂

  • @krikusZ80
    @krikusZ80 หลายเดือนก่อน

    Shaders pls, just use shaders of any kind, compute shaders or fragment… you can save up so many resources by using them for other cool stuff and allow it to run on any potato

  • @sjoerdev
    @sjoerdev หลายเดือนก่อน +1

    why python tho......

  • @D01Light
    @D01Light หลายเดือนก่อน

    Python isn't that slow

    • @theglowpt3
      @theglowpt3 หลายเดือนก่อน +1

      wait until you find out about the GIL

  • @theplaneguy45
    @theplaneguy45 หลายเดือนก่อน +4

    cool! please never code graphics in python again! thanks!