u/dougbinks
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2points
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3points
GPU path tracing is faster and uses less memory for rendering voxel scenes in Avoyd 0.28 (self.Avoyd) [Releases & Announcements]
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15points
I wrote a little about what Veloren does differently compared to most voxel games (blog.jsbarretto.com) [Article]
dougbinks
dougbinks
As an experienced programmer I thoroughly reject the use of Gen AI / LLMs on ethical grounds. I will not "stop the bitching".
dougbinks
We've just released our Avoyd Voxel Editor with the GPU path tracer optimisations I discussed in this post: https://www.reddit.com/r/Avoyd/comments/1x5nhx2/development_progress_on_improved_gpu_path_tracer/
Details of the release in this post: https://www.reddit.com/r/Avoyd/comments/1x7kyk5/avoyd_028_beta_dim_sun_fix_faster_gpu_path/
dougbinks
Hopefully I'll get time to write up some of this (things have been rather busy of late). I saw your recent video, looks very interesting, hope all is well.
dougbinks
An easily measurable part of the shader compilation is how long it takes to compile and optimize the GLSL code to SPIR-V, which we only do on dev machines or a final build. This has gone from 200s to 45s, so a 4x improvement.
Worth noting is that prior to this change my shader had hit an ID Overflow issue in spirv-opt, resolved by using the same optimization with compact-ids found by Blender contributor Ray Molenkamp.
The new shaders can use default -O optimization.
dougbinks
Ah OK I understand, though the image still doesn't make much sense!
dougbinks
Could you explain the image? It makes no sense to me and looks AI generated.
dougbinks
We have a new build for Avoyd 0.28 (beta, paid) with a faster and lower memory consumption GPU path tracer and customizable UI layouts.
We've done some tests and GPU path traced rendering is up to 1.5x faster with Atmospheric Shadows off, and over 3x faster than before with it on.
I wrote more about it, including technical details of the optimizations, on the Avoyd subreddit.
dougbinks
As a first time poster to r/VoxelGameDev please read the rules and sidebar - showcase posts like this should be accompanied by technical information.
EDIT: many thanks for editing the post to add technical information.
dougbinks
This is a cross-post, click on the original post for more details (I am not the author of the game).
dougbinks
Whilst you've technically followed our rule of posting some technical content, this is clearly an advert for your game. As a first time poster we'll permit this, but any future such posts should go to r/VoxelGames. You're still welcome to post actual technical posts here.
dougbinks
Since your text looks a little like Gen AI / LLM output and as you mention on r/proceduralgeneration "here is its summary or alternatives of DC i have tried, according to robot" note that we do not permit any Gen AI / LLM content on this subreddit.
dougbinks
As this is your first post here, just a friendly mod note to read the sidebar and rules and include some technical information about your project when posting showcase posts on this subreddit.
dougbinks
As this is your first post here, just a friendly mod note to read the sidebar and rules and include some technical information about your project when posting showcase posts on this subreddit.
dougbinks
Just an FYI that I'd already cross-posted this, and it had gotten quite a few upvotes, so don't be disappointed if this one doesn't :) I've deleted my post as it's much better coming from you.
dougbinks
We released another small update which improves the layer system, multi-select, and fixes two bugs related to multi-model.
Some technical notes on the recent updates:
We use Dear ImGui for our GUI and the multi-select mostly uses ImGui's feature set for that but the storage for selections is an ECS property (at the moment it's part of the WorldNode component's data where the WorldNode mainly stores parent, first-child and next-sibling entity id's). However the selection can also be altered through the 3D view.
Box selection in the viewport uses the same frustum culling intersection calculations as the 3D view but the planes are constructed using the corners of the rectangle the user has drawn with the mouse. Near and far planes are already correctly defined from the main view frustum, but not the 4 side planes. For these I need their plane normal and a point on the plane. For the point I use the top left and bottom right of the rect, and then to get the normal use the cross product of the ray to each corner plus either the camera up or right.
dougbinks
We released two updates to our multi-model beta, one with multi-select improvements and bug fixes and the other which improved the layer system, multi-select, and fixes two bugs related to multi-model.
We use Dear ImGui for our GUI and the multi-select mostly uses ImGui's feature set for that but the storage for selections is an ECS property (at the moment it's part of the WorldNode component's data where the WorldNode mainly stores parent, first-child and next-sibling entity id's). However the selection can also be altered through the 3D view.
Box selection in the viewport uses the same frustum culling intersection calculations as the 3D view but the planes are constructed using the corners of the rectangle the user has drawn with the mouse. Near and far planes are already correctly defined from the main view frustum, but not the 4 side planes. For these I need their plane normal and a point on the plane. For the point I use the top left and bottom right of the rect, and then to get the normal use the cross product of the ray to each corner plus either the camera up or right.
dougbinks
For depth you're using ARCore which, as far as I know, uses machine vision techniques which are distinct from LLMs / Generative AI. I should note that we ban GenAI/LLM projects and related posts on this subreddit.
dougbinks
Very cool - you should post it to r/VoxelGames, we allow shameless plugs there!
dougbinks
u/foofnordbaz definitely deserves thanks for creating and running the subreddit (as well as continuing to discuss moderation issues with me), along with all the community who contributed along the way.
dougbinks
Hi Ada, I've had a look at the voxel_orient project but I've not used Rust, so it will take me a while to figure it out. As you mention some documentation would help, or perhaps a simple example with comments in the readme, but just having the code is a great help for people working on voxel projects.
The Generative AI/LLM concern is one I (and many other folk I know) share. We have a No Gen AI / LLM rule on r/VoxelGameDev (and also on r/VoxelGames and r/VoxelArt) but we've been wondering if we should make it more prominent as it's mixed in with the no NFT / blockchain rule - I'd appreciate your thoughts on that as the creator of this subreddit. In fact, we are adding a "No Gen AI code" to the community description.
As part of moderation we're seeing quite a few Gen AI/LLM coded projects. We remove the ones that use Gen AI/LLM in their code when we can, but it's not always easy to tell from the information we can see. If members of the community can report posts that break the no Gen AI rule that would help!
As with many of the others here on this subreddit you created I'm with you in spirit, and send virtual hugs.
dougbinks
You should also post the video to r/VoxelGames as it's suitable for gamers (or crosspost this post).
For a succinct summary see here: https://whynoai.info/
For a longer review, there's sufficient coverage of issues on the internet that I don't think I need to elaborate.