euclideon wipes its arse with this type of oldschool tech then multiplies that power by about million using the little shit particles that escape into the air. this will very soon be a thing of the past.
The camera movement seems very inconsistent. Is that because the engine is loading in voxels and lagging because of it, or is it just the recording software?
@suckots Compression can reduce an expression to less then 1 bit. Take for instance the sequence: R R R R R R R B which could be represented as 7 R 1 B. In this instance you can see how each value of R is less then 1 bit in effect.
Best thing I like about this is the fog at the beginning of the video. All the game's I've played when there's fog it only shows up when you get into it, and it doesn't even look good. Here it looks fantastic! I wonder what it looks like up close....
Less than 1 bit? That's ridiculous. Because 1 bit can only be true and false. You must mean 1 byte, or a couple of bytes. You can't possibly store position and color in 1 bit.
"blaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaah" (this string takes up 55bytes, each character is represented by one byte)
"bl52ah" (takes up 6bytes/48bits)
this way, I've compressed the original string to less than 1 bit per byte, without any loss of information, assuming the compression-scheme is well-defined and you know how to reverse it. This is an example, and this is not how you compress strings. But it's a simple proof that storing things in less than one bit works.
The typical color bit used these days is 24. RGB, each component uses up a byte. And by looking at the nice colors and shading from this demonstration, it's a safe bet there's a wide variety of colors. But for the sake of argument, let's say there are only 256 colors. String compression methods have indeed proven most helpful, but only at compressing to ..say, 70% of the original size. Heck, even with 50% each voxel takes up 4 bits. And that's with only 256 colors!
@oysi93 When you say each color takes 24 bits, you are talking about the data not being compressed at all. String comp. can get MUCH higher compression rates than 70%, but it depends on the algorithm you use, and what kind of text you're compressing. It's the same with colored dots in space -- the more you know about them, the better you can compress them. The question is just what kind of compression is practical in terms of CPU usage, etc.
@oysi93 Note also that compression doesn't typically act on single entities/voxels (though it might do that as well), but on many. Say "This block of voxels here, I'll use lots of data to describe the surface, but the inside can basically be described by 'fill with brown'". Or Pi, for instance: You can write Pi, which takes up 2b, but you can expand it into an infinite stream of bits that never repeat. It's a question of what's practical, feasible, clever and how much you know about your data.
Yes, I agree you can extensively compress such data. But face it, LESS than 1 bit used up per voxel is just not possible. No matter what you do, you cannot compress it that much. Such kind of raw data just cannot be compressed to 4% of the original size (And by raw I mean that he uses a wide variety of colors, which can be arbitrary). It's just not possible.
too many people are focused on the artwork in this scene, this is to show the capabilities of an engine that is coming along tremendously and that voxel technology with physics and animation is practical afterall
I agree. most people didn't read his site tho. The main problem ppl don't understand is the guy doesn't have beastly hardware to generate the initial data (this would be done by the devs in the realworld, not the gamers) so to make faster progress he has to cut out options that would increase how nice it all looks to generate a level under 10 hours or so. If he had something beefier he could generate the terrain with more detail in a reasonable amount of time, thats how i understand it.
@shogg ohh yea i forgot to mention, the vehicle is polygon based. His engine merges the best of both worlds. It's actually quite amazing and a stroke of genius. On his site he describes this scene and here is a quote: "The video also features an old-style polygon-mesh based model of a truck."
So that truck you see here is polygon based, not voxel. It's a great idea IMO.
I don't think i've been this excited about new technology since 3DFX came out with their first GPU.
Your art work is of pretty high standard as well.What do you think of unlimited details point cloud system.I know their art work and physics are not the most mind blowing but for geometry it has put the bar up.Is your work compatible my be a solution for both parties if you brought your work together.
now create a cool racing game with this technology where you will be able to shoot the racers with weapons and bullets will remove voxels and weapons will cause random partial damage that will affect physics
I'd love to see a solution around the adherence-factor. that is the different adherence between the bricks in a wall, and the mortar - or the leaf and every branch in a tree.
neat when I saw the voxels expand, it made me wonder if further away scenery could just be told to be larger, and render slightly blurry. that way it would seem like there was less detail, but it would be just a quick command for something like zooming in on a scope to get high detail
@Therysinx Aside from the fact that Euclideon is a scam, this already has physics and actual scenes instead of some piece of crap island full of repeated objects.
Hey man cool engine. Can you giv any hints about the compression scheme? I've noticed an octree is difficult to RLE encode- did you use a fixed grid and RLE it that way (no octree?). Do you use other algorithms than RLE?
@jarblewarble a 2d side scroller called "Cortex Command" is another one, reminiscent of the old style "tank" games where you'd lob things back and forth but fully fleshed out. it's indie and still in development but still hella fun
This is very, very nice. I've always had some strange fascination with voxels, and this video blew me away with the level of detail at the start. When the engine is 'finished' (although nothing like this is ever truly finished :P), will you be licensing it to game companies?
@monstercameron in my opinion not. At 2:55 there is no compression on it (as they show this feature) AND -if they turned it off for the truck- at 4:53 you see the triangle lightning caused edges. (if you want to see it ;D )
Compression is all about taking advantage of patterns. If you have a perfect cube of a single color made of 32x32x32 voxels, you don't have to store each voxel -- you can just store 'there's a cube here' in a handful of bytes (only storing e.g. position and size) -- much less than the 32x32x32 bits = 4096 bytes. Even this pattern will appear a lot in a scene with lots of solid underground areas.
Depending on the scene and how you count, 1 bit / voxel can be trivial, or it can be impossible.
@SikGamer70 a single bit cannot be compressed, a group of a thousand can (to let's say 753, or less if the information entropy of the data allows that).. and the cascaded compression scheme in atomontage allows pretty much more than that :)
@metabog Hi. As stated on Atomontage website the data is organized with respect to the applied compression methods and it is compressed a number of times, each time with a different compression method (one method can't be used twice efficiently). The numbers show that the typical result will be about 0.5bit/voxel after the compression scheme is finished (currently it's slightly less than 1bit/voxel).
@metabog in terms of general compression, you can squeeze a uniform(ish) sequence greatly because it is just repeated data. think of a red line that is 10 pixels long. all you really need to store is the color red and the length, as opposed to recording the color info 10 times (and perhaps this info itself is compressed!). If you expand this concept to voxels, you can see how a voxel might "average" less than a bit when considering the whole.
This has been flagged as spam show
euclideon wipes its arse with this type of oldschool tech then multiplies that power by about million using the little shit particles that escape into the air. this will very soon be a thing of the past.
all hail EUCLIDEON
MJDT11 1 month ago
One more thing, I have a couple of ideas for you:
A)Try bullet physics. It's free and open source, and works well.
B)Go open source. You can later close up the code, but you would be AMAZED at how many people would help.
C)If you go open source, release the beta/ alpha for people to help
Oh, and a couple questions:
How is this with animation?
Does it support image textures and regular polygons?
If it will be for purchase, how much $ will it cost?
What about menus?
Other than that, awesome!
jokegred 1 month ago
Comment removed
jokegred 1 month ago
This has been flagged as spam show
ALIENS
drentrix 1 month ago
The camera movement seems very inconsistent. Is that because the engine is loading in voxels and lagging because of it, or is it just the recording software?
hedanit0 2 months ago
The landscape shots are pretty amazing. I think voxels have a bright future. Nice work
jonas26a 2 months ago
@suckots Compression can reduce an expression to less then 1 bit. Take for instance the sequence: R R R R R R R B which could be represented as 7 R 1 B. In this instance you can see how each value of R is less then 1 bit in effect.
bwrightau 3 months ago
less than one bit ? :D lol thats nonsense
suckots 3 months ago
@suckots that's the average value (read the discussion below)
AtomontageEngine 3 months ago 7
Wow what happens at 3:05??
Antidoxy 3 months ago 2
Your engine - penis = worth million$!!!! rooting for you!! keep it up...
masterman321 4 months ago
When will this engine be out?
KeehanR 4 months ago
All voxel engines have a distinct lighting effect it seems...
tmantonym 4 months ago
thats is awesome
hey can you help me make my game engine
ghost59able 4 months ago
Comment removed
oysi93 5 months ago
Best thing I like about this is the fog at the beginning of the video. All the game's I've played when there's fog it only shows up when you get into it, and it doesn't even look good. Here it looks fantastic! I wonder what it looks like up close....
protox4 6 months ago
Less than 1 bit? That's ridiculous. Because 1 bit can only be true and false. You must mean 1 byte, or a couple of bytes. You can't possibly store position and color in 1 bit.
oysi93 6 months ago
@oysi93
"blaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaah" (this string takes up 55bytes, each character is represented by one byte)
"bl52ah" (takes up 6bytes/48bits)
this way, I've compressed the original string to less than 1 bit per byte, without any loss of information, assuming the compression-scheme is well-defined and you know how to reverse it. This is an example, and this is not how you compress strings. But it's a simple proof that storing things in less than one bit works.
whoppix 5 months ago
@whoppix
The typical color bit used these days is 24. RGB, each component uses up a byte. And by looking at the nice colors and shading from this demonstration, it's a safe bet there's a wide variety of colors. But for the sake of argument, let's say there are only 256 colors. String compression methods have indeed proven most helpful, but only at compressing to ..say, 70% of the original size. Heck, even with 50% each voxel takes up 4 bits. And that's with only 256 colors!
oysi93 5 months ago
@oysi93 When you say each color takes 24 bits, you are talking about the data not being compressed at all. String comp. can get MUCH higher compression rates than 70%, but it depends on the algorithm you use, and what kind of text you're compressing. It's the same with colored dots in space -- the more you know about them, the better you can compress them. The question is just what kind of compression is practical in terms of CPU usage, etc.
whoppix 5 months ago
@oysi93 Note also that compression doesn't typically act on single entities/voxels (though it might do that as well), but on many. Say "This block of voxels here, I'll use lots of data to describe the surface, but the inside can basically be described by 'fill with brown'". Or Pi, for instance: You can write Pi, which takes up 2b, but you can expand it into an infinite stream of bits that never repeat. It's a question of what's practical, feasible, clever and how much you know about your data.
whoppix 5 months ago
@whoppix
Yes, I agree you can extensively compress such data. But face it, LESS than 1 bit used up per voxel is just not possible. No matter what you do, you cannot compress it that much. Such kind of raw data just cannot be compressed to 4% of the original size (And by raw I mean that he uses a wide variety of colors, which can be arbitrary). It's just not possible.
oysi93 5 months ago
ohman why notch dont use a other engine :D
DiamondGameplay 6 months ago
too many people are focused on the artwork in this scene, this is to show the capabilities of an engine that is coming along tremendously and that voxel technology with physics and animation is practical afterall
shogg 6 months ago 2
@shogg
I agree. most people didn't read his site tho. The main problem ppl don't understand is the guy doesn't have beastly hardware to generate the initial data (this would be done by the devs in the realworld, not the gamers) so to make faster progress he has to cut out options that would increase how nice it all looks to generate a level under 10 hours or so. If he had something beefier he could generate the terrain with more detail in a reasonable amount of time, thats how i understand it.
acolon001 6 months ago
@shogg ohh yea i forgot to mention, the vehicle is polygon based. His engine merges the best of both worlds. It's actually quite amazing and a stroke of genius. On his site he describes this scene and here is a quote: "The video also features an old-style polygon-mesh based model of a truck."
So that truck you see here is polygon based, not voxel. It's a great idea IMO.
I don't think i've been this excited about new technology since 3DFX came out with their first GPU.
acolon001 6 months ago
looks nice zoomed out
TomFuIp 6 months ago
It looks as ugly as Comanche 3
sspope 6 months ago
guess what dude....you're gonna change how we play games ;)
Rami1997 6 months ago
That would make one hell of an rts.
SupremeCommander360 6 months ago
I have no idea what any of this means but if it means better graphics then I'm 100% for it :)
IXconnorXI 6 months ago
Your art work is of pretty high standard as well.What do you think of unlimited details point cloud system.I know their art work and physics are not the most mind blowing but for geometry it has put the bar up.Is your work compatible my be a solution for both parties if you brought your work together.
hartejoseph 7 months ago
@hartejoseph I don't know this has unlimited detail beat on pretty much every spectrum. Don't see why you would want collaboration.
MiJaEllis 6 months ago
@MiJaEllis Its still a blocky up close like I say put the two together and you would have an awesome beast
hartejoseph 6 months ago
How many voxels are in this map?
therewillbeboredom 7 months ago
If Minecraft looked like this I'd shit orphans.
rydude998 7 months ago
@rydude998 like 1 voxel = 1 block?
that would be exhausting!
MiJaEllis 6 months ago
now create a cool racing game with this technology where you will be able to shoot the racers with weapons and bullets will remove voxels and weapons will cause random partial damage that will affect physics
HAWXLEADER 7 months ago
NASA really should have invested in this instead of going to Mars, would have made it a lot cheaper to produce those photos of sand and rocks. ;)
lentoman 7 months ago 2
I'd love to see a solution around the adherence-factor. that is the different adherence between the bricks in a wall, and the mortar - or the leaf and every branch in a tree.
any considerations?
wallerron 7 months ago
neat when I saw the voxels expand, it made me wonder if further away scenery could just be told to be larger, and render slightly blurry. that way it would seem like there was less detail, but it would be just a quick command for something like zooming in on a scope to get high detail
outbackshaqYT 7 months ago
Euclideon is better. Keep up the work tho :).
Therysinx 7 months ago
@Therysinx Aside from the fact that Euclideon is a scam, this already has physics and actual scenes instead of some piece of crap island full of repeated objects.
MadocComadrin 6 months ago
I've got a vauxhall
00Deific00 7 months ago
keep up your awesome work guys...
MyMMC 7 months ago
I would LOVE to see dynamic water using a voxel engine like this one.
ross817 7 months ago
Sound would be nice :3
Swablerk 7 months ago
Cortex Command 3D, anyone?
DontEatTheReaper 7 months ago
@DontEatTheReaper
That idea is what lead me here =P
ipaqmaster 7 months ago
2:57 Gentlemen, I give thee MINECRAFT!!!!!!!!!
ShuddupChip 7 months ago
Interesting to see voxels return in a big way, besides minecraft.
Geoxile 7 months ago
A minecraft sandbox like game with that graphics = Epic!
93Gamerz 8 months ago
Freaking sweet. Is the collision detection between the truck and terrain using voxels, or a geometry proxy?
Reavenk 8 months ago
This is so sexy.
Big5000K 8 months ago
Thank God I am part of the Data Realms Family.
2 things I am hoping for:
1) That this game turns out to be a huge hit.
2) And that I donate $50 to the developement of this game.
XenonMan1 8 months ago
TECHNOLOGY
minxamo 9 months ago 8
who else watched the whole thing waiting for an explosion to show off destructible enviroment that never came.
InternetLad 9 months ago 17
@InternetLad
I know haha, it's like what else are destructible environments made for?
shoplifting1is1fun 9 months ago
Hey man cool engine. Can you giv any hints about the compression scheme? I've noticed an octree is difficult to RLE encode- did you use a fixed grid and RLE it that way (no octree?). Do you use other algorithms than RLE?
bernverdnardo1 9 months ago
holy shit ! imagine an rts game like this ,where you can zoom in to real person size and just watch the whole shit like a movie or something
LightningBeast 10 months ago
Looks good from afar, awful up close :/
RaggyFTWW 10 months ago
This looks like a potential successor to Minecraft!
jarblewarble 1 year ago
@jarblewarble or Cortex Command.
*I hope*
XenonMan1 8 months ago
This looks so fucking awesome!!!! That means... future games with full destructible everything??? :D OMG!!!! I am happy to live in 21th century
KaLul1 1 year ago
@KaLul1 Minecraft is one of the best-known games with a fully destructible environment, but I don't know of many others.
jarblewarble 10 months ago
@jarblewarble a 2d side scroller called "Cortex Command" is another one, reminiscent of the old style "tank" games where you'd lob things back and forth but fully fleshed out. it's indie and still in development but still hella fun
InternetLad 9 months ago
Выглядит как настоящеее все
myteoboy 1 year ago
This is very, very nice. I've always had some strange fascination with voxels, and this video blew me away with the level of detail at the start. When the engine is 'finished' (although nothing like this is ever truly finished :P), will you be licensing it to game companies?
Dth091 1 year ago
What is the engine maximum resolution and framerate?
Perskjans 1 year ago
is the truck made of voxels?
monstercameron 1 year ago 57
@monstercameron No, the truck is made of Polys :) Not sure if you even still want to know xD
MGinshe 1 year ago
@monstercameron in my opinion not. At 2:55 there is no compression on it (as they show this feature) AND -if they turned it off for the truck- at 4:53 you see the triangle lightning caused edges. (if you want to see it ;D )
..but better you get an answer from the producer!
LinesGrey 1 year ago
@monstercameron no the website says the truck is a polygon model. I think part of the idea here is hybrid rendering.
youmakeitwhatitis 11 months ago
@monstercameron No the truck's just polygons
15Larsy 7 months ago
@monstercameron EVERYTHING IS
Ichvyenichalster 5 months ago
Compression is all about taking advantage of patterns. If you have a perfect cube of a single color made of 32x32x32 voxels, you don't have to store each voxel -- you can just store 'there's a cube here' in a handful of bytes (only storing e.g. position and size) -- much less than the 32x32x32 bits = 4096 bytes. Even this pattern will appear a lot in a scene with lots of solid underground areas.
Depending on the scene and how you count, 1 bit / voxel can be trivial, or it can be impossible.
PandaMojo 1 year ago
This has been flagged as spam show
Sounds like a hoax. How can you get smaller than a bit? I'm pretty sure you can't compress a bit to make it any smaller.
SikGamer70 1 year ago
@SikGamer70 a single bit cannot be compressed, a group of a thousand can (to let's say 753, or less if the information entropy of the data allows that).. and the cascaded compression scheme in atomontage allows pretty much more than that :)
AtomontageEngine 1 year ago 87
@AtomontageEngine and at the cost of cpu time surely?
jimbo80982 8 months ago
@AtomontageEngine Now i have to find SikGamer70's comment
minhtri7821 4 months ago
i thought that a bit is the smallest unit in comp storage?
monstercameron 1 year ago
How can you possibly store a voxel in less than one bit?
metabog 1 year ago
@metabog Hi. As stated on Atomontage website the data is organized with respect to the applied compression methods and it is compressed a number of times, each time with a different compression method (one method can't be used twice efficiently). The numbers show that the typical result will be about 0.5bit/voxel after the compression scheme is finished (currently it's slightly less than 1bit/voxel).
AtomontageEngine 1 year ago 17
@AtomontageEngine Please develop for PC!
IAMTHEPROCESSOR 7 months ago 3
@metabog in terms of general compression, you can squeeze a uniform(ish) sequence greatly because it is just repeated data. think of a red line that is 10 pixels long. all you really need to store is the color red and the length, as opposed to recording the color info 10 times (and perhaps this info itself is compressed!). If you expand this concept to voxels, you can see how a voxel might "average" less than a bit when considering the whole.
WinterXL 1 year ago