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Posted by spacemarine1 11 hours ago

Voxile: A ray-traced game made in its own engine and programming language(elbowgreasegames.substack.com)
181 points | 49 comments
spacemarine1 11 hours ago|
The founder, Wouter, has created or helped design 10 programming languages. Voxile is built in his newest language: Lobster. Wouter has been a major contributor to WASM and LLVM while also inventing flatbuffers. He’s worked at Crytek, Gearbox and Google among many other places. I’ve never seen anything like Voxile.
MikeShah 3 hours ago|
Indeed! Thanks for also linking my discussion with Wouter His early work on Cube engine and Amiga-E are still awesome to look at.
barcoder 7 hours ago||
I'm a long time Unity developer that in the past year picked up Godot. The speed at which Godot loads compared to Unity is staggering, it's just so much faster. When I returned to Unity I raised that my flow state was constantly being broken in a way that it wasn't when using Godot.

Entering flow is one of the beautiful things I love about programming. And being knocked out of it often feels like a physical jolt.

Lobster seems to take the idea of optimisation and speed to new levels. Entering and remaining in flow must be even easier. First though, I'll need to put the time into learning enough to be able to do it!

Aeolun 3 hours ago||
Lobster doesn’t seem that different from Lua in that regard? I won’t say it isn’t impressive, but I’m having a hard time believing the hard part of this thing was calling from an interpreted to a static language.

Edit: I was mistaken about what Lobster is (potentially compiled instead of jit), but the main point stands.

LelouBil 5 hours ago|||
Yeah,

I'm working on an indie game project and just got frustrated with Unity, I'm porting everything over to Godot.

I even learned about using Kotlin with Godot today [0] and I am really hopeful this is stable (it seems so), because I favor a more functional style of programming and C# ends up making everything 5 times more verbose than Kotlin.

[0] https://godot-kotl.in/en/stable/

mrsmrtss 1 hour ago||
> I favor a more functional style of programming and C# ends up making everything 5 times more verbose than Kotlin.

As if you can't program C# functional style.

gslepak 6 hours ago|||
Thanks for mentioning Lobster. This guy seems to have learned many lessons of language simplification and design. Looks like a promising language and I wish it success.

Ref: https://aardappel.github.io/lobster/language_reference.html

MBCook 5 hours ago|||
So true.

Recent changes to Xcode have meant that on device debugging now launches WAY slower for me every time.

Once it’s going it’s fine. But an extra 20 seconds every time you start the app just kills things for me. It was never instant but now it’s trash.

yesitcan 6 hours ago||
I get taken out of flow every time I submit my prompt to Claude. How’d you work around that?
animuchan 39 minutes ago|||
If the flow is just typing prompt after prompt into AI, I guess just ignore that it's running and keep typing? Or open a new tab and keep typing. Why does Claude even break the typewriter flow thing that's going for you?
sixo 2 hours ago||||
Not every conversation is about AI. This one isn't.
kranner 6 hours ago||||
Are we just assuming nobody is programming commando anymore?
mef51 5 hours ago|||
You can try not using Claude
vessenes 10 hours ago||
Very cool - the post made me want to play the game, and check out lobster, but didn't link to it - lobster is open source: https://github.com/aardappel/lobster. It doesn't look like the voxel engine is, though, which is a bummer. On reflection, I'm guessing that game is built for mods, so that would be a path to getting to play with the engine side.
Aardappel 9 hours ago|
Yes, only the lower layers are open source right now. We will eventually expose more, when modding will more stable, etc.

Right now the editor has a UI driven minimalistic language for specifying quests and other gameplay actions.

Aeolun 3 hours ago|||
What is the voxel resolution Voxile works at?

Also, does it have a single world grid? (I saw you say octree somewhere) or many separate elements?

Aardappel 1 hour ago||
A voxel is about 2 inches / 5cm in size.

Yes there is a single world grid, so all world objects are axis aligned and same size.

On top of that it can have floating "sprites" which are used for monsters, particles and such.

OtomotO 8 hours ago|||
Any ideas how to increase the render distance way further?

Because that's where I always get stuck. There are so many cool algorithms and ideas that I have like combining ray tracing with meshing and even like imposters for the distant chunks.

But this is getting very complicated with contrees and raytracing/marching etc.

Aardappel 8 hours ago||
With raytracing having a far render distance is actually fairly cheap and simple compared to polygonal worlds (good looking LOD is hard).

Some reasons why we don't have a super far render distance, in order of importance:

The biggest is GPU memory. The octree that holds the world gets gigantic at large sizes. We'd have to swap parts out as the camera moves. We can do that but haven't gotten there.

Noise: raytracing looks incredibly noisy if you simply cast rays far into small geometry. Hence we even have LOD for blocks, even though they're not needed for efficiency, they're needed for visual stability.

If you're unlucky and a ray has a lot of near misses with geometry, it does more work than other rays and it causes GPU performance degradation. It's rare but to raytrace far you have to optimize for a certain amount of ray steps, we actually put a bound on this.

We find having fog gives some visual unity and sense of scale. With far away fog, the world looks VERY busy visually.

jfindley 5 hours ago||
Is there any way to have something like a distance blur? e.g. as rays travel further you reduce the number, subsample then apply a gaussian(or algo of choice) blur across those that return, increasing in intensity as the rays angle gets coarser?

It'd be really neat to have some way of enabling really long-distance raytraced voxels so you can make planet-scale worlds look good, but as far as I'm aware noone's really nailed the technical implementation yet. A few companies and engines seem to have come up with pieces of what might end up being a final puzzle, but not seen anything close to a complete solution yet.

Aardappel 1 hour ago||
Yup you could blur, but it is not cheap, and it doesn't feel very satisfying to look at blurry stuff in the distance.

We have a "depth of field" implementation for when you're in dialog with an NPC. There it looks nice, because you're focused on one thing. But when looking around its not that great.

Ideally you want it close to native res in the distance, but without any wobble produced by noise as you move. This is really hard.

voidUpdate 10 minutes ago||
It always mildly annoys me when a game says that it is all voxels, but clearly isn't, since the little cubes easily move off the voxel grid. Its just geometry moving around, like normal games, but modelled in little cubes, instead of being fully restricted to voxels. I would really like to see a fully voxel game, where all geometry is "rendered" to voxel space before being rendered to the screen, so that everything is just cubes that don't move, just change colour
peterashford 4 hours ago||
Heh. I thought I remembered the name. I used to use Wouter's E programming language on the Amiga. It was pretty good, as I recall.
ashton314 8 hours ago||
Gorgeous. These are the graphics I wish Veloren[1] had. Maybe my machine is lacking the specs to dial up the graphics all the way…

[1]: https://veloren.net/

HexDecOctBin 5 hours ago||
One issue with Voxel-based physics destruction games is that the physics happens in continuous space (as opposed to voxel space). This means that the moment you break off a chunk of geometry, it has to be converted into a mesh and simulated like any other mesh-based model will. This makes voxels seem like more complicated Voronoi-noise based fractures. If you want the modelling workflow or the looks of voxels, it's fine. But assuming that voxels will somehow help with the destruction physics seems not to be a valid assumption.

Ideally, we would be able to do physics in voxel space itself (sort of like a cellular automata based classical mechanics), but that doesn't seem to be possible.

Aeolun 3 hours ago|
This isn’t actually true if you use GPU raytracing, as everyone involved with voxel destruction seems to realize at one point or another. Meshing in a performant way after every destruction event is simply not possible.
HexDecOctBin 1 hour ago|||
So how would you do destruction physics on voxels without meshing? This is how even Teardown does it, and it uses raymarching.
bobajeff 5 hours ago||
Kind of looks like like Minecraft if it was built out of Voxatron. (millions of Little destructible cubes) seems like a very very difficult thing to do at that scale. On top of that making a engine and a language. This guy must have interesting things to say.
istillcantcode 4 hours ago||
I appreciate when games load fast (this one does). Its one of the signs I use to see if a game is worth my time. Most of the games I play, I am playing the game within 20-30 seconds of opening the game from my desktop. I'm naively assuming that in order for a game to load fast you have to have a good plan of what order to load things in. It feels like an attention to detail thing to me.
BatFastard 2 hours ago|
Does anyone know if this uses Microvoxels or an Octree? As someone who has built an Octree engine I am curious. I will say it is gorgeous!
Aardappel 1 hour ago|
Both! It uses an octree, and at the leaves are bricks of small voxels.
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