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AppGameKit/AppGameKit Studio Showcase / Minecraft like Voxel Engine

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janbo
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Posted: 9th Aug 2020 21:36 Edited at: 10th Aug 2020 18:23
Minecraft like Voxel Engine
This time done right



So this is a work in progress and everything is subject to change.
You can find the source code to play with on Github: AppGameKIt-VoxelEngine
Right now you can:
•Dig and Build fluently at 4k FPS (tested on RTX 2070)
•Define Different Block types and their textures for each face inside the face indices.txt
•Generate different Terrain and Caves using the included noise library

Some Screenshots of the development progress.







I encurage you to find my two major bugs which are:
Blocks being dublicated from the chunks three zero coordinates and put at the chunks max coordinates leaving ghost blocks begind. [Solved]
And the memblock setup for a chunk Object is is somehow wrong which results in the very last vertex of the very last triangle being at the chunks origin:

Then there are just things on the todo list like:
Fixing the texture atlas seams between blocks.
Generate terrain on the fly.
Beautify and revise the code.
Explore different Culling and Greedy meshing algorithms.

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fubarpk
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Posted: 9th Aug 2020 22:55
looks great and i am getting somewhere between 750 fps and 950 fps on my machine

fubarpk on Itch...………...https://fubarpk.itch.io/
fubarpk on googleplay..https://play.google.com/store/apps/developer?id=fubarpk
blink0k
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Posted: 9th Aug 2020 23:02 Edited at: 10th Aug 2020 00:29
Superb as usual Janbo.
Frustum culling would be cool too
Virtual Nomad
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Posted: 9th Aug 2020 23:11 Edited at: 9th Aug 2020 23:20
dunno if my feeble machine could digest it but would love to try

meanwhile, at a glance: is this a typo?

IE, should it be Indices? if not, my apologies

good stuff, janbo.
[AGK Resource Directory] | [TGC @ GitHub]
[My Itch.io Home]
[CODE lang=AGK] Your Code Here [/CODE]
[VIDEO=youtube] VideoID [/VIDEO]
janbo
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Posted: 10th Aug 2020 08:19
@Blink0k: AGK's Frustum culling should work as every 16x16x16 block is one Chunk and one chunk is also one object, so the chunks behund you for example should not be considered for rendering.
@Virtual Nomad: Good find thanks, I guess one can find even more typos. The Terrain doesnt need bones obviously so I'll remove it entirely.
blink0k
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Posted: 10th Aug 2020 08:22
Ok then. Very cool.
Have you done any testing on multiple objects vs one big model?
janbo
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Posted: 10th Aug 2020 11:51 Edited at: 10th Aug 2020 12:25
@Blink0K: I have tested larger chunks (16*256*16) and (32*32*32) while they render just fine it results in a tiny lag when digging or building which needs to generate the mesh again.
16*16*16 seems fine for rendering and generating...but I didn't test the sweet spots much, so I could imagine a 24*24*24 or some other dimensions being better FPS wise and also fast in generating the mesh.
Xaby
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Posted: 10th Aug 2020 21:42 Edited at: 10th Aug 2020 22:00
Looks great so far.

~ 30 FPS on the OUYA with AGK-Player broadcast.

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janbo
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Posted: 11th Aug 2020 08:46 Edited at: 11th Aug 2020 08:50
janbo
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Posted: 11th Aug 2020 19:29
I fixed all bugs. which means I can concentrate on Ambient Occlusion, Lighting, on the fly Terrain Generation and other things.
PartTimeCoder
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Posted: 11th Aug 2020 22:39
Wow that is fast, 170/200 fps on my old laptop with that much 3D.
janbo
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Posted: 12th Aug 2020 14:05 Edited at: 12th Aug 2020 14:07
And it can still get faster (greedy meshing)
I implemented Voxel based Ambient Occlusion.
It just checks the neighbours for every face vertex again and darkens it the more surounding blocks there are.

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Santman
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Posted: 23rd Aug 2020 01:40
"•Dig and Build fluently at 4k FPS (tested on RTX 2070)"

An RTX 2070 - I should hope so!! Lol.
Conjured Entertainment
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Posted: 23rd Aug 2020 12:29 Edited at: 23rd Aug 2020 12:30
Quote: "I implemented Voxel based Ambient Occlusion.
It just checks the neighbours for every face vertex again and darkens it the more surounding blocks there are."

Brilliant, in more than one way.

Coding things my way since 1981 -- Currently using AppGameKit V2 Tier 1
PSY
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Posted: 23rd Aug 2020 15:23
Very nice stuff janbo....playing around with it just now


PSY LABS Games
Coders don't die, they just gosub without return
janbo
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Posted: 23rd Aug 2020 17:09 Edited at: 23rd Aug 2020 17:24
Thanks, may I remember you: you can contribute to it
There is a DC link too.

Quote: "An RTX 2070 - I should hope so!! Lol."

Actually it doesn't matter what Graphics card you have for regenerating the mesh as this happens mostly on the CPU, but this statement shows that the Mesh Generating happens so fast I cant notice a fps drop even at 4k fps.
not picking on you Santman...info for all ^^
Also note it's easier to loose more FPS(absolute) in higher FPS rates than it is on lower.
But I aslo I didn't capture the time to generate the mesh... maybe thats something one of you can do ?
Santman
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Posted: 23rd Aug 2020 17:59
I would say the GPU is hugely important - the quicker the render takes place, the less noticable CPU delays will be.

Watching this with interest - your graphics tech demos are always impressive, but never seen how you tackle things like AI and actual game content. Sure you'll knock this out the park, cant wait to see it develop.
nonom
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Posted: 1st Sep 2020 14:14
Thanks, and keep up the good work
http://www.nyan.cat/index.php?cat=pirate
janbo
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Posted: 3rd Sep 2020 16:18 Edited at: 3rd Sep 2020 16:22
@Santman: Building the mesh takes the same time if at 400 or 4000 Frames per second but the drawing frames takes less time at higher frames than at lower frames, thats the definition of FPS, so far so good.
If we now halt the whole process, the time building the mesh needs, we loose more potential Frames at higher FPS than at lower FPS.

So one Frame at 400FPS takes 0,0025 seconds and a Frame at 4000FPS takes 0,00025 seconds and lets say Updating the Mesh takes 0.0025 second.
For the 400FPS its only double the frame time but for the 4000 FPS its eleven times the frame time.
And note all calculations using the current and last frame time can get screwed up

And here is a preview of what I'm working on right now.
Testing Iterative Floodfill algorithm to spread light to neighbouring Voxels
janbo
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Posted: 7th Sep 2020 19:48 Edited at: 7th Sep 2020 21:37
Today I outsourced the noise calulation to the GPU which was the part that took the longest in the chunk exploring process.
I render a slice of the 3D simplex noise into a 2D image and read the values via memblock.
I hopoe to further increase the performance by rendering all 16 slices of a chunk into one bigger atlas texture so I have less render calls for the rendertarget and can calculate the slicing inside the shader too.
I could really use threading here

Just a random image I took testing the 3D noise stuff (caped at 30 FPS)

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janbo
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Posted: 3rd Oct 2020 16:57 Edited at: 3rd Oct 2020 17:01
I'm still working on it from time to time
Still hoping some more people join the team
Even if this feature was just a test:
blink0k
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Posted: 3rd Oct 2020 23:32
Looks good.
What size are your blocks and what is the physics scale?
janbo
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Posted: 4th Oct 2020 22:42
Cube size is 1 and physics scale is 5, can be smaller I guess
blink0k
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Posted: 4th Oct 2020 23:51
Yeah, 1 is a pretty small scale
janbo
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Posted: 5th Oct 2020 15:47 Edited at: 5th Oct 2020 16:39
It has the positive site that the Cubes have the same Array indices as their psoition.
Although I don't use it to calculate the indices or vice versa but it also means it's easier to have "far lands" which are one integer far away.
But at the moment I cant get so far as I allocate array space for it without deallocating some, which means I crash AppGameKit at a 256x256x256 wide,heigh and deep array ^^
Not bad but also not good

Maybe I make the cubes 16x16x16 units big so one Fragment(Texture Pixel) is one unit ^^
blink0k
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Posted: 5th Oct 2020 21:16
I think larger cubes will prevent that "shake" you get when they align
janbo
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Posted: 6th Oct 2020 08:49 Edited at: 6th Oct 2020 08:50
True, but it was just for fun I don't plan anything special with the Engine.
I also made an explosion that cuts a shere into the terrain and throws the cubes around using physics, just cause a friend challanged me to it ^^
I have a HalfFaceSize# Variable that defines the cube size but not sure if it works out of the box, so the Cube size is up to the game designer
@blink0k: maybe join the team VoxelEngine Discord Channel
Santman
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Posted: 8th Oct 2020 00:26
Quote: "Still hoping some more people join the team"


That's the problem with being so much better than the rest of us.....we're probably all just assuming you dont need the help. Lol.
Yeshu777
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Posted: 8th Oct 2020 03:54

This looks pretty impresive Janbo, great work!

janbo
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Posted: 9th Oct 2020 17:27 Edited at: 9th Oct 2020 17:29
Thanks for the kind words ya all.
Lets say I'm better and dont need help, which I think isn't true, discuss, emty the mind over problems and talk about features is fun and helps too.
And it motivates me and the other three probably too, to see some more attention.
Also don't be afraid, we work with github and even if you push an empty project folder we can undo it within few clicks
So again... feel free to join us !
janbo
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Posted: 18th Nov 2020 14:32 Edited at: 22nd Nov 2020 12:50
Hey guys here is a quick update,

it somehow got past me that the newsletter where this project got featured already was relesed, so here it is: Newsletter 25
I got the plugin to Multithread noise working already and am working on infinite terrain with good progress.
I attach the Plugin here and maybe create a new thread and add some features to it later: OpenSimplexNoise.zip

Voxel Lighting

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