I'm messing with Bevy as well, not gonna lie, it's starting to make sense. But I TOOOOOOOOOOOOOOOTALLY did not spend 3 days trying to make it so my space ship can repeatedly shoot projectiles by just holding the button.
We developers have never ever ever ever ever ever ever spent disproportionate ammount of time in smaller stuffs! Never! That doesn't happen. We know absolutely what we are doing. So good job!!
@@costelinha1867 Have you checked the setup instruction on the getting started page of the website? It has some tips for faster compile times, I never wait longer than about 1 second
Are you not worried by the fact that there already exists a written in Rust, Voxel RPG, inspired by Cube World that is already playable and is free and open source? It's called "Veloren" in case anyone is wondering.
I feel you with the diagrams. I can't read code. I can only write it. So if I want to know what my code does, I better have diagrams like the one @1:44 .
did you try using greedy meshing ? are you satisfied with the rendering speed ? (greedy meshing is great but doing AO with it is massive pain, im trying to deside what to do im my project)
I have not tried greedy meshing, I feel like the fps is good enough to have a 8 chunk radius around the player. (With my rather old graphics card gtx 660). It's a topic I would like to explore, but atm I'm not doing anything related to performance/graphics. Priority 1 at the moment is getting a combat gameplay loop in!
Just been thinking, if you let players build with the blocks you should probably have all sites xD.. also how would the grass block look from below with that setup, just no texture or the top one?
Hey Tantan, things are looking good, especially the AO! Make sure to implement the quad-flipping tweak mentioned at the end of 0fps' ambient occlusion article to get rid of those sharp 'AO spikes', it makes things look significantly better, it's definitely worth doing!
You got me into Rust and I quite like the user-friendliness. After some 2D stuff I'm now working on a 3D game with planes and stuff. I'm probably not gonna use an engine and so I spent 1 Week just on figuring out the coordinate system :D I wanted millimeter accuracy anywhere in the world, so I was first working on a complicated position system where an i32 represents the current chunk and an f32 gives the position locally in that chunk. But there where so many edge cases, that I eventually realized I could just use an i64 and Fixed Point conversion, where I pretend that a certain number of bits at the end represent the fraction and when I need the Meter-value, I right shift by the amount of fraction-bits. I could then delete all the complicated code I had written. It was a week of work, but the new solution felt so much better. Anyway at this pace I will be done in around 12 Years, and my motivation for a project usually lasts a month, so we'll see how much further I'll get :D
@@KyranFindlater True, but I didn't want any difference in behaviour close to the origin vs far away. When floats are close to 0, they have much more precision than at higher values. And I wanted the same precision / deterministic behaviour, regardless of location. This is really just a minor detail :P
3:33 you should use assert_eq! instead of assert! here, it takes two arguments and panics if the two are not equal. because youre passing the actual variables for the macro to use instead of just a bool, the panics will give you more information than assert!. you can also do assert_ne! for inequality.
@@plebisMaximus i don't think it's WSL because his terminal host-name was something that had pop_os in it, and pop_os as far as I know doesn't work with windows subsystem yet.
Good to see your progress on the voxel game. Totally agree, that implementing physics without a game engine is a nightmare. I had to do it for a game I made with Three.js and it took me an entire month to finish!
He's BAACKKK! Love these videos, and it's super cool that you're still making your voxel game in Rust! (Also my favorite programming language, that I actually found from your first Rust video)
Great video! You really got the balance of technical / high level right. It's nice when you find a fun project that keeps you motivated to push through the hard parts, you learn so much!
Great video! I always love to see more rust game dev videos. What tool are you showing in 0:39 for managing your tasks? I'd like to check it out for myself.
The problem with stopping every block on physics may have been because you didn't simplify the geometry. When two bits of collision are next to each other physics engines tend to get caught up on the edge between. A solution is usually to merge flat areas of collision geometry into one simple box instead of a bunch of small ones.
Text is quite easy to render properly in 3d with signed distance functions/fields :) The generation is cumbersome, but there ofc is open tools to pre-generate them :) There are great, easy examples of it on ShaderToy.
Cool video. Im currently playing with Rust but not with any game engine just cli, yew. Maybe next I will do project using Bevy:) Also I like to change some of my productivity habits. Recently switched from vscode + vim to Neovide with Astronvim base and I ❤️ it so far. Wonder how it compares to mentioned Helix 🤔
This might sound weird but consider making ao color slightly yellow as light from the sky is mostly blue. Id also recommend not using a linear gradient
depending on what you are trying to do, a full 3D physic engine can be overkill, and starting a new one with balls isn't a good idea, you will then have to deal with quaternions and impulse resolution for something like minecraft, you should focus on a 2D platformer engine with a fixed grid and aabbs, it's pretty easy and porting to 3D is straightforward
Something i've seen in a lot of voxel engines that i still dont get is, why do you only need top side bottom? what if there is a block in the air? do all other sides just get filled?
TNice tutorials was an amazing video! you really Nice tutorialt all the key points for the basics without ever over complicating anytNice tutorialng. A hard job and you did
I hope this game comes out a success. I've loved Cube World so much, but sadly, after years of silence, the sudden release with many positive things changed for the worse made me give up on it. I'm not sure whether those things were changed again later, but it really was a big letdown seeing the game in a worse state at launch than at early access.
trying to learn soft so I am easily understanding everytNice tutorialng but I don't tNice tutorialnk it is for complete beginners who just opened the soft literally 5
I basically know everytNice tutorialng there is to know about soft soft but I still watched tNice tutorials through just because of how good you explained