Technical demo I made using my voxel engine in Godot Engine 3.3.2. This was captured on a Ryzen 5 2600 with nVidia 1060. Github repository: github.com/Zyl...
Well, this is just so neat I actually was coding the same thing, without your voxels library (cuz I wasn't sure it would work for spherical objects) and I was re-coding the whole transvoxel algorithm, but you just proved your library is 100% able to do it so... I guess I'll just use it ahah Gratz
@@user-cm2yw9fc6v there is no executable. It's a Godot project source files. You need to download a fork of the engine and use it to open the project, as linked in the description.
so to create this did you make the gravity? the tutorial online says use Directional Gravity with Voxel for best results i just used ninja and it for whatever reason allows me to walk on the sides of the mountains and stuff on my planet.
On the github it says that this project requires a powerful computer, is there anyway I could currently optimize it to help it run on lower-end computers?
It probably runs on lower-end too, just some things will be slower than intended, which can cause bad experience, like unexpected behaviors (not necessarily bad FPS). I'm not sure where the threshold will be. To optimize things, you need to have a computer to profile things on, just to see where it tanks (I'm on a Ryzen5 and nVidia 1060 so I'm only aware of bottlenecks from this hardware, and tuned the demo for it). High-level optimizations include tuning down settings of the project (lower LOD distance mainly). Lower-level optimization are down to the voxel module's C++ code, but aren't easy to do. The main bottlenecks in terrain handling are noise generation (it is planned to use SIMD in the future) and colliders generation (which is forced on the main thread because of Godot's limitation).
OMG PLEASE HELP I'm new to Godot and I'm trying to make a space flight sim similar to this, how do you do Boarding the ship and the seemless transition from space to planet have you got other videos on this? could u do a tutorial?
I plan to do a descriptive video of this demo one day, however even if the framework helps making this kind of game, it involves experience in Godot (and it can sometimes involve tweaking stuff yourself in C++). So even before I make that video, I recommend getting used to the engine and making simpler games with it first :)
I didn't follow just one tutorial to do this. A close one would be Sebastian Lague series on marching cubes, atmosphere and planets, though there are more things involved like origin shifting, spaceship movement, instancing or cave generation, while also not using the same techs
@@ZylannMP3 Are you performing origin shifting in this demo? Skimmed the github but couldnt find the part doing that. E: you do, it says on your github "takes place only once when close enough to a planet" . So I reckon its the reference_change thing handling that?
@@Nic0oable It does origin shifting per planet. Space is world space, but when getting close to a planet, the planet becomes the origin. It is done here github.com/Zylann/solar_system_demo/blob/990b8c7c580a74e2593688abd5942ec9a47310f1/solar_system/solar_system.gd#L116