This is the... sixth? eighth? novel voxel engine devlog channel youtube has pushed on me in the last 30 days 😂 Keep up the amazing work! subscribed and notified! 💜🤍💜🤍💜🤍
Thanks! Yeah there are a fair few people doing cool stuff with voxels these days. I'm excited for the day we finally get something like VoxelQuest for realz :D
Far future? Good question. I kinda take it one day at a time. In the near term I'm going to do a render-distance improvement pass and optimize the renderer somewhat. In the medium term (< 1year from now) I'm going to do GI, which I'm quite looking forward to. Other than that, I guess the thing I'm looking forward to the most is making a game with it :D
When it comes to being backwards compatible with your data files you *can't* go wrong looking at how Blender does it. Similarly to what you described, it saves a descriptor of what fields goes in which offset. Then it just stores the data right from memory to disk, and maps which memory address maps to which file offset. Afterwards, you can just parse the descriptor, deal with any missing data caused by new features, and correct the pointers. Oh, and correct endianness if necessary. They "recently" made some breaking changes, but prior to that you could still open a file saved in the first alpha version in the latest version. It cares a bit more about being fast at saving though, since you do that a lot more than you load your work. If you want to make loading faster some of the work could be done on save instead.
Awesome comment, thanks! Yeah I think saving the descriptor alongside the data is pretty much the only way to go. I guess there's probably some nuance there depending on what the application goals are, but AFAIK it's what most serialization libraries do.
Yeah, the video editor I used introduced a lot of artifacts when I cut the audio up. If I can't find a way to get it to cooperate in the next one I'll have to find a different video editor.
I like how the noise is global, different structures connect in a pretty way
Good eye. That property turns out to be particularly useful.
The engine is looking great!
Thanks :D
that seems pretty damn cool ! can't wait to see where it goes
This is the... sixth? eighth? novel voxel engine devlog channel youtube has pushed on me in the last 30 days 😂
Keep up the amazing work! subscribed and notified! 💜🤍💜🤍💜🤍
Thanks! Yeah there are a fair few people doing cool stuff with voxels these days. I'm excited for the day we finally get something like VoxelQuest for realz :D
Which features are you most excited / most ambitious in implementing for your engine in the far future?
Far future? Good question. I kinda take it one day at a time.
In the near term I'm going to do a render-distance improvement pass and optimize the renderer somewhat.
In the medium term (< 1year from now) I'm going to do GI, which I'm quite looking forward to.
Other than that, I guess the thing I'm looking forward to the most is making a game with it :D
It's looking great so far!
Thanks buddy!
This is so coool :)
wow!
YES! Good stuff!
Thanks!
Great video! Subscribed.
I dont expect a tutorial or anything but do you think youll go into technical details with these devlogs? Looks pretty promising!
Yeah I'll probably do a mix of kinda artsy ones and technical ones, depending on what I'm working on at the time.
When it comes to being backwards compatible with your data files you *can't* go wrong looking at how Blender does it.
Similarly to what you described, it saves a descriptor of what fields goes in which offset.
Then it just stores the data right from memory to disk, and maps which memory address maps to which file offset. Afterwards, you can just parse the descriptor, deal with any missing data caused by new features, and correct the pointers. Oh, and correct endianness if necessary.
They "recently" made some breaking changes, but prior to that you could still open a file saved in the first alpha version in the latest version.
It cares a bit more about being fast at saving though, since you do that a lot more than you load your work. If you want to make loading faster some of the work could be done on save instead.
Awesome comment, thanks! Yeah I think saving the descriptor alongside the data is pretty much the only way to go. I guess there's probably some nuance there depending on what the application goals are, but AFAIK it's what most serialization libraries do.
3:45 Man I almost did something like this myself, it's a shame that it's so difficult to do this
Yeah, without the metaprogramming language I made it would be a giant pain in the ass.
void* extravaganza
Hah, yeah. Those functions are callbacks, so it's not a huge problem, but it's also .. not my favorite.
This looks really cool
Ill be happy to follow this
(But please fix the mic popping T-T)
Yeah, the video editor I used introduced a lot of artifacts when I cut the audio up. If I can't find a way to get it to cooperate in the next one I'll have to find a different video editor.
for a second I read it as "Bisexual voxel engine"
Imagine having sex TWICE, couldn't be me 🙅