YOUR IDEAS Made My Voxel Engine EPIC

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  • เผยแพร่เมื่อ 12 ธ.ค. 2024

ความคิดเห็น • 47

  • @PickIeJuice
    @PickIeJuice ปีที่แล้ว +17

    🥳ak is here! 😤 (also pls add npc villages so the ak can be tested in the purpose of science)

  • @AIAdev
    @AIAdev ปีที่แล้ว +11

    add alpha to the shadows? also... I think adding a quick gradient to the far chunks that transitions to the background color would help smooth out the game a bit.
    love the animation.

    • @MaxMakesGames
      @MaxMakesGames  ปีที่แล้ว +1

      Thanks for the suggestions ! and I'm glad you like the animation :)

    • @MynxSheep
      @MynxSheep ปีที่แล้ว

      OMG IT'S AIA_DEV

  • @revanxanbabayev1621
    @revanxanbabayev1621 ปีที่แล้ว +1

    Omg i missed out a lot, But keep it up bro youre one of the Best game devs on yt

  • @ShadowIsLight
    @ShadowIsLight ปีที่แล้ว +6

    Now you should add frustram culling so chunks behind the player wont render when not in camera view giving performance boost,
    Biome diversity because right now everything is just hilly from the perlin noise generation you should make the perlin noise smoother for plains like biome to give diversity from hilly to flat
    Also add like a basic inventory to know what item is being selected

  • @FrankGennari
    @FrankGennari ปีที่แล้ว

    Rather than having the terrain "grow" up from the ground, you can have it fade in. If you support alpha blending you can transition the alpha component from fully transparent to fully opaque for a row of chunks that's coming into view. It can either be distance based, or time based over a few seconds.
    If you don't want the cost of alpha blending or depth sorting, you can use a dither effect. This works by using a random texture and drawing only pixels where the lookup from the random texture returns a value below the "transparency" value. This would require writing a custom shader. When alpha is near 1.0, all samples will be less than it and all pixels will be drawn. But at the far edges of the chunk where alpha is near 0.0, none of the samples will pass and nothing will be drawn. This is how I handle things like trees fading in and out.

  • @AllExistence
    @AllExistence ปีที่แล้ว +1

    Antialiasing would really help. And screen effects in general.

    • @MaxMakesGames
      @MaxMakesGames  ปีที่แล้ว

      Yes sometimes it feels choppy even at 120+ fps. I feel like a bit of antialiasing and/or motion blur would help. Thanks.

  • @theothercreare
    @theothercreare ปีที่แล้ว +1

    A first person character that collides with the voxels would be very cool
    Also if your really crazy, implementing rigidbody physics for groups of voxels that get detached from the main terrain.

    • @MaxMakesGames
      @MaxMakesGames  ปีที่แล้ว +1

      Yeah collision and physics are definitely on my to-do list but they are pretty far because just imagining everything it requires is scary :(
      Physics alone would probably take a month at least to get right

  • @blacknwhite1313
    @blacknwhite1313 ปีที่แล้ว

    Well-done bro keep it up

  • @pedroarthur2246
    @pedroarthur2246 ปีที่แล้ว +4

    What about a tower defense game where you can place towers (such as flamethrower, missiles...) that you made previously (using the build structure feature) to defend your "base" against enemies (maybe the player could make them) that come in a horde system. The world would change as the destruction goes on and the player should go around the map to collect "blocks" (maybe another item) that is used to build more towers and upgrade the ones already built. Brazil is watching you :)

    • @MaxMakesGames
      @MaxMakesGames  ปีที่แล้ว +2

      Ohhhhh I like it ! A tower defense game is definitely possible, thanks :)

  • @SamSerious
    @SamSerious ปีที่แล้ว

    Is it possible to make make the world wrap around? Like in cortext command? The two ways i can think of making it happen involves portals with non Euclidean geometry or since you use chunk loading just load the first chunk after the last chunk, this would create the illusion of a spherical world

    • @MaxMakesGames
      @MaxMakesGames  ปีที่แล้ว

      The world is already infinite so it cannot really wrap around unless I make it wrap and when you load a chunk it overwrites the wrap?

    • @SamSerious
      @SamSerious ปีที่แล้ว

      @@MaxMakesGames Ah my mistake I thought it wasn't infinite and that since it wasn't infinite instead of just ending have it load the starting chunks to make it look like you ran around the world or torus donut depending on the implementation

  • @nitaki_
    @nitaki_ ปีที่แล้ว

    What about adding a lightweight version of path tracing for shadows?

  • @SamSerious
    @SamSerious ปีที่แล้ว

    Since everyone keeps asking for bombs you would make a creeper rippoff that is very similar to the screaming bomb guys from serious sam

  • @konjif3365
    @konjif3365 ปีที่แล้ว

    To be honest, the shadows seem to be super dark or something. Underground it makes sense, but there's so much contrast elsewhere.

  • @AllExistence
    @AllExistence ปีที่แล้ว +2

    Use less saturated colors. Something more pastel or faded. Right now it is really eyesorish, especially grass with brown stuff, whatever that is.

  • @polyshrub
    @polyshrub ปีที่แล้ว

    So how exactly do you store the cubes? Do you create a vertex buffer storing all the cube positions then draw cubes with a geometry shader? Also how do you go about storing everything do you only store the surface cubes or the entire volume below the surface and then figura out later what to draw?

    • @MaxMakesGames
      @MaxMakesGames  ปีที่แล้ว

      The cube positions and IDs are all stored in an array buffer. This buffer is then linked to the shader with glVertexAttribPointer and the shader uses that to get the position of each vertex while rendering them. The cubes are all rendered at once with instancing ( glDrawArraysInstanced ). Also I only store the visible faces on the surface, everything under is generated as needed, but I'm not sure that's the best approach I might reconsider later. If you want a bit of code:
      to generate the buffer
      glBindBuffer(GL_ARRAY_BUFFER, cubeDataVBO);
      glBufferData(GL_ARRAY_BUFFER, buffersize, NULL, GL_DYNAMIC_DRAW);
      to link it to the shader
      glEnableVertexAttribArray(2);
      glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0); //x,y,z,id
      glVertexAttribDivisor(2, 1);
      to use it in the shader
      layout (location = 2) in vec4 aCubeData;
      and buffersize is just a random size you allocate that you DONT wanna go over so I set it at like twice whats is needed for the base map so as I generate more cubes while destroying I have some room left
      oh and when I want to change some cubes to load/unload/destroy I use glMapBuffer, change the buffer, then glUnmapBuffer. Hope that helps :)

    • @polyshrub
      @polyshrub ปีที่แล้ว

      @@MaxMakesGames Awsome, thanks for the reply, and the explanation and the code! Wasn’t expecting that!

  • @Shadow-ru7ep
    @Shadow-ru7ep ปีที่แล้ว

    It's been so long since I watched your videos, I have few questions.
    Will this game have a survival mode?
    Will you be able to play the game in the future? If so Will it have mobile support?
    Thanks!

    • @MaxMakesGames
      @MaxMakesGames  ปีที่แล้ว

      Hey I remember you ! Welcome back :)
      Right now I'm focusing on core engine features and then I'll try to build a game on it. I don't think I'll make a survival game tho because that would be too similar to minecraft. I am hoping to achieve more an RPG style with spells and stuff. Once the game is started, I'll try to upload new versions of it so you guys can play it but it will probably take a while before there's anything really worth playing. As for mobile support, I would like to have that as well as web build support so you can play on the browser, but those 2 require a different version of opengl so I might need to change a few things like my shadows to make it work... I'll see when I get there.

  • @kumariz3133
    @kumariz3133 ปีที่แล้ว

    i think making your vexel engine a github project would help with getting suggestions/ problem and lettign other people help

    • @MaxMakesGames
      @MaxMakesGames  ปีที่แล้ว

      Haha my code is so messy I don't want people to see it :(
      Nah but it's just a personal project I made to challenge myself and learn. It's not like I'm trying to make an actual public engine like Unity. I welcome suggestions because I'm thankful for everyone that is supporting my channel and I want to add their ideas but don't worry I have a lot of ideas myself :P

  • @ILBorz
    @ILBorz ปีที่แล้ว

    Destructible enemy!

    • @MaxMakesGames
      @MaxMakesGames  ปีที่แล้ว +1

      Yes I'd really love to have that ! But right now I don't have animations setup and I feel like that would be hard so maybe only if ennemies don't have animations like tanks, turrets, etc.

    • @ILBorz
      @ILBorz ปีที่แล้ว

      @@MaxMakesGames yeah, i was think something like hull damage for tanks spaceship or big stationary enemy, just watching the Voxels fall off would be cool

  • @yesantro2071
    @yesantro2071 ปีที่แล้ว

    hey can you add level of detail to your engine it makes you see mutch further and get more fps?

  • @black-uz9to
    @black-uz9to ปีที่แล้ว

    I have some ideas about voxel engines and have been trying to find resources about them for the past few years. I have searched for a lot of information, but have not found anything suitable until I came across the Teardown Game. However, when I asked them, they said their engine cannot be used for commercial licensing. I wonder if, for your research, it can be used to create a game for commercial licensing. Although I am not at that stage yet, I really hope to have a voxel engine that is both destructible and interactive to realize my long-standing game development dream.

    • @MaxMakesGames
      @MaxMakesGames  ปีที่แล้ว

      I'm not sure yet if I'll ever release the engine... Using it for my projects or maintaining it for everyone is not the same. I don't really have the time to maintain a whole engine for everyone. I guess once it's done I might put it on GitHub and let people download it and do whatever but I can't guarantee it will work and if something breaks you would have to fix it. I'll think about it

  • @patrlim
    @patrlim ปีที่แล้ว

    You forgor to change the fog to use the depth buffer (or didnt mention it idk)

    • @MaxMakesGames
      @MaxMakesGames  ปีที่แล้ว

      I tried it ! But the depth buffer uses a 0-1 range based on the view so when I used it the fog changed based on the view angle like when I looked down the fog would get closer and not really work the way I wanted it to. Maybe I did something wrong?

    • @patrlim
      @patrlim ปีที่แล้ว

      @@MaxMakesGames I was not aware of that, that is interesting.

  • @AllExistence
    @AllExistence ปีที่แล้ว +1

    You really need a crosshair.

    • @MaxMakesGames
      @MaxMakesGames  ปีที่แล้ว

      true that would help because aiming right now is kinda hard lol

    • @FrankGennari
      @FrankGennari ปีที่แล้ว

      @@MaxMakesGames Or just highlight the voxel that is being "hit" in a different color. Better yet, if you have a concept of a blast radius, you can highlight all voxels that will be destroyed as a debugging tool.

  • @CodyDreams
    @CodyDreams ปีที่แล้ว

    Add Some postprocessing,

  • @alkantukas
    @alkantukas ปีที่แล้ว

    add villages (and bombs)

    • @MaxMakesGames
      @MaxMakesGames  ปีที่แล้ว

      What you are planning to do with those things ???? This is pretty sus...

  • @hitblock425
    @hitblock425 ปีที่แล้ว

    I think the shadows are too dark

  • @aspidinton
    @aspidinton ปีที่แล้ว

    💀

  • @A_handle_ig
    @A_handle_ig ปีที่แล้ว

    ADD MONKE🦍🦍