It was a pleasure helping to get gvox-rs running in a web browser! Now that it's working, I'm adding a model import interface to my engine, backed by your library. Looking forward to future developments (Minecraft map support especially) and future collaboration :)
Can't wait to see where this project will go, given time. Like for example this could power conversion of any 3d game map to put into games like teardown, in one singular tool, no moving between apps, very noice. But this is just an example that comes to mind, and I know that you've got wayyyyy bigger plans for what could be made with this stuff
That's an awesome idea, kinda strange that nobody has really done anything similar. Most people either create their own ore use the Magica format (like Teardown for example)
Me too! There are libraries like libpng for image loading, but there aren't any for voxels, which is just such a shame!! This is why I have been putting so much work into gvox!
I love Kevin Macleod. An absolute legend. Despite having it in almost every video I have made, I still think of @SethBling when I hear it (if you're unfamiliar, he uses it as his outro music). I am making something with voxels (kinda Minecraft related, right?) And his videos were always technical, and this project definitely is very technical. So I consider it an homage to one of my favorite TH-camrs
I think this could be really exciting and I sincerely hope you can create a format (and possibly editor) that will be well-supported and utilised, not just for voxel editors used for art, but also games like Teardown (which currently uses Magicavoxel's format).
I hope this project is successful. I have a dream where someone manages to animate voxels like mesh animation does, with transformations on the vertices but on the voxels which would allow the animations to be compressed efficiently. I believe that today such technology does not exist and IMO it is today the greatest handicap of this technology.
This is a great comment and it's actually not too complicated to implement. I was actually talking about animation support with my discord members yesterday. I can just treat it as if there are 4 spatial dimensions, and compress like that. It would even compress very efficiently, since the spatial and temporal coherence are very similar
@@GabeRundlett Sorry if this has already been suggested, but I'll mention just in case that, in principle, it should be possible to have skeletal ("skinned") animations for voxel objects too (for example, by using cage deformations) 🙂 At least, the Atomontage engine had a video demonstrating such a capability a while ago... Though I'm not sure if it would fit the style you're going for.
@@dairin0d so the original comment is saying to animate by transforming individual voxels, but what I would prefer is something like 2D sprite animations, where the voxel animation is just a series of 3D "images".
Good question. Gvox can now support arbitrary amounts of data per voxel. Well, you can have pointers for true arbitrary data, but by default you get 32 uints, aka 1kilobit of direct storage
Great question. Do you have experience using CMake and vcpkg? I do have a document on how to set up the tools necessary for Daxa, which is identical to that of gvox_engine. Here's that document: github.com/Ipotrick/Daxa/wiki/Building
Okay but are the voxels all aligned to the world? Meaning if an object is transformed (rot,loc,scale) its voxels all stay aligned to the world and not its own local axis (space). This is my main issue with all these voxel engines i see people make. It breaks the illusion once the voxels no longer align with the rest of the environment.
The library I'm working on in order to achieve my goals does not even support local transforms. If someone wants to have rotation/scale, they would need to create multiple containers and implement their own way to do these off-grid transformations. That being said, I have not yet decided what style I'd like to go with. I think the best looking way to do things would be similar to noita but in 3D, however this is insanely computationally complex, and is why all other projects just go the route of having multiple local grids.
Ah to my disappointment i checked out Douglas TH-cam channel only to find out his voxel engine does exactly what i expected. The voxels do not stick to the voxel grid when they're moving, rotation, falling. His chopping trees down video is what I'm referring to. His reasoning is he cannot find a way to run it on every object for every frame. Might as well be making Teardown 2. @@GabeRundlett
It was a pleasure helping to get gvox-rs running in a web browser! Now that it's working, I'm adding a model import interface to my engine, backed by your library. Looking forward to future developments (Minecraft map support especially) and future collaboration :)
A pleasure for me too. I forgot to put text on the screen acknowledging the unfinished nature of the Minecraft parser!
Thank you for your service! 😀
very nice, those rust bindings are hype so im already ready to use this :D
You can join my discord, I don't mind helping out!
Just found your channel after writing a small voxel renderer. This is phenomenal work, thank you for your efforts!
really nice, this project sure is taking shape as time goes on !
This is absolutely incredible. Fantastic work and you’ve done wonderful for the community.
God bless you! Im new to game dev very code dumb and im surprised how few useful tools are out there for making voxel games. So thank you for this!
haven't heard that song in a while, took me straight back into 2014. thank you
Hahaha for real
I am excited about this project. Keep up the good work!
Thank you Jaime!
Revolutionizing is quite a strong word, but whatever floats your boat
Very cool stuff, as always
Can't wait to see where this project will go, given time. Like for example this could power conversion of any 3d game map to put into games like teardown, in one singular tool, no moving between apps, very noice. But this is just an example that comes to mind, and I know that you've got wayyyyy bigger plans for what could be made with this stuff
That's an awesome idea, kinda strange that nobody has really done anything similar. Most people either create their own ore use the Magica format (like Teardown for example)
great video gabe!
✊ we are the voxel
first + nellfs + bozo + L + archlinux + thats true gabe + gvox
hahaha
✊We are the voxel
✊ we are the voxel
th-cam.com/video/aw6sstlLPUw/w-d-xo.html
This looks very very interesting. I might look into it and maybe do a binding for Odin 👍
Let me know! That's exciting
Nice, I'd love to see some other projects using Gvox, would be cool
Me too! There are libraries like libpng for image loading, but there aren't any for voxels, which is just such a shame!! This is why I have been putting so much work into gvox!
bro the music though 🥲
I love Kevin Macleod. An absolute legend. Despite having it in almost every video I have made, I still think of @SethBling when I hear it (if you're unfamiliar, he uses it as his outro music). I am making something with voxels (kinda Minecraft related, right?) And his videos were always technical, and this project definitely is very technical. So I consider it an homage to one of my favorite TH-camrs
:0000 dude you're such a legend
Thanks bro! I'm glad you're enjoying the videos
You are amazing
I think this could be really exciting and I sincerely hope you can create a format (and possibly editor) that will be well-supported and utilised, not just for voxel editors used for art, but also games like Teardown (which currently uses Magicavoxel's format).
Exactly. I briefly noted my gripes with Magicavoxel, but really I think it's limiting for both artists and for game developers!
Teardown is exactly what I'm thinking as well. :)
@@ThePC007 Yeah, we just have to hope this project goes well and that Dennis and the others would actually want to use it...
Awesome work man.
I hope this project is successful. I have a dream where someone manages to animate voxels like mesh animation does, with transformations on the vertices but on the voxels which would allow the animations to be compressed efficiently. I believe that today such technology does not exist and IMO it is today the greatest handicap of this technology.
This is a great comment and it's actually not too complicated to implement. I was actually talking about animation support with my discord members yesterday. I can just treat it as if there are 4 spatial dimensions, and compress like that. It would even compress very efficiently, since the spatial and temporal coherence are very similar
@@GabeRundlett I'll go through your discord. It is a topic that interests me.
@@GabeRundlett Sorry if this has already been suggested, but I'll mention just in case that, in principle, it should be possible to have skeletal ("skinned") animations for voxel objects too (for example, by using cage deformations) 🙂 At least, the Atomontage engine had a video demonstrating such a capability a while ago... Though I'm not sure if it would fit the style you're going for.
@@dairin0d so the original comment is saying to animate by transforming individual voxels, but what I would prefer is something like 2D sprite animations, where the voxel animation is just a series of 3D "images".
How will containers like chests be supported? Is gvox only for standard block types(not containing any data)?
Good question. Gvox can now support arbitrary amounts of data per voxel. Well, you can have pointers for true arbitrary data, but by default you get 32 uints, aka 1kilobit of direct storage
@@GabeRundlett Awesome! Keep up world-turning work!
Hey guys, LA Beast here
what on earth does this mean? XD
@@GabeRundlett search on YT "LA beast crayons" (hint its the music that you used)
@@uwu1337 hahaha I have never seen this video before!
epic gaming
This is Pog Pogeranian!
I tried to compile and test gvox_engine myself, but I couldn't.
Isn't it possible to document how to build gvox_engine in a .md file?
Great question. Do you have experience using CMake and vcpkg? I do have a document on how to set up the tools necessary for Daxa, which is identical to that of gvox_engine. Here's that document: github.com/Ipotrick/Daxa/wiki/Building
the lower part of the fist in that thumbnail looks kinda odd to me... I feel like it's no aligned with the rest 🤔
you're wrong
🔫 delete this before I send you to brazil
@@GabeRundlett nooooooooooooooooooooooooo not brazil 😨
Okay but are the voxels all aligned to the world? Meaning if an object is transformed (rot,loc,scale) its voxels all stay aligned to the world and not its own local axis (space). This is my main issue with all these voxel engines i see people make. It breaks the illusion once the voxels no longer align with the rest of the environment.
The library I'm working on in order to achieve my goals does not even support local transforms. If someone wants to have rotation/scale, they would need to create multiple containers and implement their own way to do these off-grid transformations. That being said, I have not yet decided what style I'd like to go with. I think the best looking way to do things would be similar to noita but in 3D, however this is insanely computationally complex, and is why all other projects just go the route of having multiple local grids.
Ah to my disappointment i checked out Douglas TH-cam channel only to find out his voxel engine does exactly what i expected. The voxels do not stick to the voxel grid when they're moving, rotation, falling. His chopping trees down video is what I'm referring to. His reasoning is he cannot find a way to run it on every object for every frame. Might as well be making Teardown 2.
@@GabeRundlett
😈😈😈😈😈😈
also where is voxelised jesus ?
:D
first*
fuirst