You should make an animation for loading the chunks that makes them rise up from the ground instead of making them just pop into existence. You could also try and make water and shaders to go along with it as well as ambient particles and grass. Get creative!
C'est super stylé ce que tu fais bravo!! Dans la prochaine vidéo tu pourrais essayer d'ajouter des entités et pourquoi pas un mode survie? Oui comme dans minecraft alors que t'essaye PAS de faire minecraft mais bon ce serait sylé :)
WOOW! I thought i was watching some 400-500k subs youtuber until after the video! Your style of presentation and the production value of this is crazy good! Keep it up, this deserves way more views! :O
Amazing video! One thing you might do to improve the lighting though is to account for the fact that light doesn’t just exist directly in the line of sight of the sun since light can bounce.
I'm not a gamedev but is is possible to make the shadows more soft? Right now you can't see anything in the shadows while in real life shadows can be hard or soft
Yes ambient light is added to make the areas in shadows visible. In my case, I think I use 10% ambient light. That might be a bit weak so you can't see much. Thanks for the feedback, I'll turn it up a bit. I think in my case tho since all the voxels are 1 color and have no texture, when they are all only lit by ambient light they all have the exact same color so they blend together making it hard to see. I'll try to find a way to fix that...
You should have 2 types of distance fog, once to give emmersion (this can be exponential fog and can be any color) and one further away (linear) that blends to the skybox, otherwise you get that hard line of the terrain in the distance.
The edge where the fog meets the blue sky background doesn't look very good. The way I fixed this in my terrain was by adding a vertical gradient to the sky color that has the same color as the fog near the horizon and transitions to blue near the top of the sky dome. This way the terrain popping in and out is almost invisible because the edges blend in with the sky background. Your approach to shadows and the results look very good! CSMs are great for large scenes and dynamic light position/day-night cycles.
Neato! Actually, as suggestions (seeing as though you asked). As you have fog (or aerial perspective - en.wikipedia.org/wiki/Aerial_perspective ), why not try blurring the view based on distance too? Things get less distinct the further they are away from you. That may help disguise your chunk loading too.
Could you have a 'simplified' lighting engine where it takes the sun's perspective and tags the voxels that are visible. If the voxel is visible it will light it up. Making the resolution of the shadows the resolution of the voxels 1:1. Of course you would need to make it so it also checks the UV of the face of the voxel so that it won't light up the entire voxel, but only the parts that are facing the sun. Using the UV and comparing it to the angle of the sun you can have it change the intensity of the light. So if the sun at a 45 degree angle from a voxel and 45 degrees up in the sky, the 3 visible faces should light up by 33.3%.
Hmmm that is a very interesting idea. My engine was already pretty CPU heavy from the loading and unloading of chunks ( probably not coded in the best way ) so idk if what you describe would make that worse. Also the way my voxels are setup in memory makes them not very easy to get so if I had to get every voxel and set them to lit or not and all... I'm not sure. Your idea is great on paper, but I'm not sure how it would be once implemented. I might give it a shot one day and see ! Thanks !
Haha I'm open to feedback, let me know why you think so ! I already got a comment saying the areas in shadows are too hard to see and I know I need to blend cascade edges but if you have other suggestions go ahead :)
@@MaxMakesGames had no idea you read the comments! I think that the dark areas limit the view of the game, and the shaders dont look like standard shaders. I think that you should find a way to improve the shading, and remove the dark areas.
@@WitherBlitz_Playz I read all of them :) yeah I agree with you, I'll try to improve the shadows to make them not completely remove lights, thanks for the feedback !