Infinite Synced Voxel Editing (WIP)

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  • เผยแพร่เมื่อ 24 ต.ค. 2024

ความคิดเห็น • 12

  • @jcalderwood1
    @jcalderwood1 22 ชั่วโมงที่ผ่านมา +3

    Keep pushing the boundaries of voxels!

  • @ethanhermsey
    @ethanhermsey 19 ชั่วโมงที่ผ่านมา +1

    Finally, we've been waiting :p How many time I saw the cube get filled or emptied, I don't know.

  • @delphicdescant
    @delphicdescant 12 ชั่วโมงที่ผ่านมา

    Happy to see you continuing your work on this, even if it gets frustrating from time to time.
    I can't stand working with databases, so I feel you.

  • @trashtrash2169
    @trashtrash2169 21 ชั่วโมงที่ผ่านมา +1

    Latencyyyyyyyyyy. I hate working with online, so I don't, lol. If I made a game I would specifically implement local multiplayer just so I don't have to work with networking garbage. Graaaaaah! Thinking about it makes me mad!!

    • @GrantKot
      @GrantKot  21 ชั่วโมงที่ผ่านมา

      Yeah, I think I did anticipate this design might not work out but I wanted to try it out to better understand what having a central D1 database would be like. While this was a fail, I learned about the speed characteristics of D1 and KV and now have a better architecture planned.

    • @dottedboxguy
      @dottedboxguy 19 ชั่วโมงที่ผ่านมา +1

      especially with voxel engines it almost makes more sense to use video streaming than streaming the voxel data, considering the unbelievable amount of data trafic needed

    • @trashtrash2169
      @trashtrash2169 18 ชั่วโมงที่ผ่านมา

      @@GrantKot All the respect for tackling it! It's good to push yourself. I'm not a genius, though, so I just stay in my lane and relax. (Excuses! I'm simply lazy!)

    • @trashtrash2169
      @trashtrash2169 18 ชั่วโมงที่ผ่านมา

      @@dottedboxguy Here's a crazy idea: Could you extract voxel data from an image to rerender it with the cloent/viewer's settings? Like if it were a simplified render with no lighting only voxel position and color data, using player coordinants and camera angle, could you fit a grid to the image and quickly extract the visible blocks and then fully render them? Obviously this doesn't seem practical for an actual anything because the server would have to rerender for every player's view at 60fps or more, but would yhe comcept work? For fun?

    • @trashtrash2169
      @trashtrash2169 18 ชั่วโมงที่ผ่านมา

      Actually, if you only render at, like, 15fps and low resolution (480p?) and had the client store the possible voxels and update them as voxel came into better view and render from that it would probably be viable for a test. Still a bad idea, but workable, I think. To cover up errors on far away blocks you could have fog. Definitely a funny idea.

  • @surrendering2within
    @surrendering2within 22 ชั่วโมงที่ผ่านมา

    💐

  • @GrantKot
    @GrantKot  22 ชั่วโมงที่ผ่านมา +1

    Flawed architecture. Region snapshots load faster but edits applications are really slow.