tag:blogger.com,1999:blog-3779956188045272690.post4234628156189454090..comments2024-03-22T01:46:59.425-04:00Comments on Procedural World: Unity makes strengthMiguel Ceperohttp://www.blogger.com/profile/17586513342346629237noreply@blogger.comBlogger32125tag:blogger.com,1999:blog-3779956188045272690.post-54191521194590902842013-09-10T06:09:12.694-04:002013-09-10T06:09:12.694-04:00"I like writing everything from scratch, but ..."I like writing everything from scratch, but not everyone shares this form of dementia." = story of my life :D<br />Brejlouneknoreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-72154959353358817962013-07-15T07:21:03.451-04:002013-07-15T07:21:03.451-04:00Alright, no problem!
Maybe I'll try as I'...Alright, no problem!<br /><br />Maybe I'll try as I'm very interested in it. It sounds like a great hobby.<br /><br />Again, thanks. Perhaps I'll post again if I get anywhere in my attempts.<br />Cheers,<br />Rob.Rnoreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-17362689646692582562013-07-12T13:13:42.759-04:002013-07-12T13:13:42.759-04:00No idea what the performance hit will be. This kin...No idea what the performance hit will be. This kind of things you really have to measure.Miguel Ceperohttps://www.blogger.com/profile/17586513342346629237noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-59932922954802203362013-07-12T11:12:25.534-04:002013-07-12T11:12:25.534-04:00Thank you for your hasty reply!
Would you happen ...Thank you for your hasty reply!<br /><br />Would you happen to have an estimate on the performance hit? (Or just some educated guess). I'm curious if your 14 millisecond trees would suddenly take 500 milliseconds.<br /><br />And while I'm here: Keep up the great work and make sure you make it big. In 10 years I expect to see a Wikipedia page in your name with a Bio and your Voxel accomplishments. Cheers!Rnoreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-71582348048378910662013-07-12T09:41:06.054-04:002013-07-12T09:41:06.054-04:00Yes, it can all be written in C#. I'm not sure...Yes, it can all be written in C#. I'm not sure what would be the performance hit however.Miguel Ceperohttps://www.blogger.com/profile/17586513342346629237noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-57632814562609419002013-07-12T00:01:20.643-04:002013-07-12T00:01:20.643-04:00Hello Miguel,
Little bit different of a Unity + V...Hello Miguel,<br /><br />Little bit different of a Unity + VoxelFarm question, but do you think it would be possible to "code" your engine 100% in Unity? That means to not have a plugin and basically be all C Sharp... I'm curious because of how Unity (or plenty of other engines) is able to deploy to so many platforms and that as it gets updated and developed a lot, you may not have future problems when newer, more powerful versions come out (or maybe just less problems).<br /><br />I know you won't ever be doing this, but in theory do you think that it is possible, or would it just run far too slow from Unity's limitations?Rnoreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-73408369894853276592013-04-10T14:41:11.856-04:002013-04-10T14:41:11.856-04:00I'm really looking forward to seeing where thi...I'm really looking forward to seeing where this goesEvilOtakuhttps://www.blogger.com/profile/07812687737872670515noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-3961571346447214142013-04-04T10:46:46.372-04:002013-04-04T10:46:46.372-04:00Awesome. This is very inspiring.Awesome. This is very inspiring.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-43943067903571116412013-02-28T12:30:16.171-05:002013-02-28T12:30:16.171-05:00This is absolutely amazing work! Breath taking sca...This is absolutely amazing work! Breath taking scale, scope, and detail. Keep up the good work!Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-47294903716317606802013-02-23T15:43:32.301-05:002013-02-23T15:43:32.301-05:00Great work on getting this in Unity! I am also bui...Great work on getting this in Unity! I am also building a semi-procedural world system (none-code-based) for unity, but if you manage to get the entirety of your system into unity it would probably blow mine away :P, now I have to work even harder XD...Twan de Graaf, Tech-Arthttps://www.blogger.com/profile/07396372055990596728noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-8644690008869060472013-02-21T02:48:20.826-05:002013-02-21T02:48:20.826-05:00So, does this mean you might change to Unity, or w...So, does this mean you might change to Unity, or will you continue developing your own stuff?Kamicahttps://www.blogger.com/profile/09074839497845172950noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-46234978664620586462013-02-21T02:18:34.156-05:002013-02-21T02:18:34.156-05:00Well there is one huge compromise, this runs only ...Well there is one huge compromise, this runs only on PCs as the Unity plugin uses a C++ DLL.<br /><br />Besides this, not many compromises at this point. Unity has some sort of lowest common denominator syndrome in some aspects, that is a concern moving forward. A concrete example: In the standalone renderer I use texture arrays, which is a nice way to batch complex looking objects into a single draw command. Unity does not support them at the moment, so a different way to pack textures must be used, atlases for instance. This brings a new set of problems the arrays already solve. It may lead to lower quality overall.Miguel Ceperohttps://www.blogger.com/profile/17586513342346629237noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-61126072373543402022013-02-21T00:59:52.744-05:002013-02-21T00:59:52.744-05:00YES! having just bought Kerbal Space Program the o...YES! having just bought Kerbal Space Program the other day, i think this would be amazing! maybe if we all donated some funds to fly miguel to mexico to meet the squad/KSP developers, they could hammer out a deal while listening to tijuanan jazz, drinking tequila, and discussing code ;D<br /><br />slightly more seriously tho, are there any compromises you have to make when importing/converting your voxel-farm engine into unity? or is it just a matter of ensuring that unity can communicate with the voxel engine effectively? (not sure how i would ask this question in more technical terms :S ) at any rate, small design modules utilizing the various aspects of your work (ie, political/border generation, terrain & elevation, building placement, etc.) could be sold individually, and could potentially bankroll your ongoing dev work in style! :)m troutnoreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-9871360033644538512013-02-20T18:08:16.269-05:002013-02-20T18:08:16.269-05:00any chance for UDK?any chance for UDK?Anonymoushttps://www.blogger.com/profile/02101145577377428119noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-67778453684276387272013-02-20T00:20:22.440-05:002013-02-20T00:20:22.440-05:00Looks great! I Could definitely be dropping some c...Looks great! I Could definitely be dropping some cash for this! ESPECIALLY like seeing it run in Unity!Paul Kochhttps://www.blogger.com/profile/06401607940436579390noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-15820618844045448812013-02-19T22:09:58.697-05:002013-02-19T22:09:58.697-05:00I was thinking on doing a voxel terrain generator ...I was thinking on doing a voxel terrain generator for a game I am working on, on compute shaders inside unity, as unity suports them now. But you made me think twice about it. I wonder if it is better do it on openCL or compute shaders.Kukahttps://www.blogger.com/profile/13619678479849734290noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-50636894540464283972013-02-19T17:41:15.184-05:002013-02-19T17:41:15.184-05:00You mean Kerbal Space Program? (Try not to use acr...You mean Kerbal Space Program? (Try not to use acronyms in places where they might not be recognised by everyone =3)Kamicahttps://www.blogger.com/profile/09074839497845172950noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-49099975532039462602013-02-19T10:50:21.634-05:002013-02-19T10:50:21.634-05:00Awesome! If you get all the kinks worked out and g...Awesome! If you get all the kinks worked out and get this put on the Unity asset store, this could be mind-blowingly huge.Reavenhttps://www.blogger.com/profile/08421187431956440223noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-69617415862318690172013-02-19T10:36:56.644-05:002013-02-19T10:36:56.644-05:00Man, I am super excited by this. It really opens u...Man, I am super excited by this. It really opens up a lot of doors, I can't wait to see what people do with it!tentushttps://www.blogger.com/profile/06628834564577384407noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-22690571769268630622013-02-19T08:26:54.234-05:002013-02-19T08:26:54.234-05:00Wow! This tech in KSP would melt my brain! Imagine...Wow! This tech in KSP would melt my brain! Imagine how much more interesting exploring far away worlds would be with some of this awesome terrain generation.Boojahnoreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-48089875512216688092013-02-18T17:54:05.367-05:002013-02-18T17:54:05.367-05:00It looks so... different without the textures XD, ...It looks so... different without the textures XD, just goes to show how important a bunch of good textures is!Kamicahttps://www.blogger.com/profile/09074839497845172950noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-47244804191245089842013-02-18T16:43:40.735-05:002013-02-18T16:43:40.735-05:00Thanks Rune. It was you who started this idea so y...Thanks Rune. It was you who started this idea so you deserve credit. Also thanks for answering all my newbie questions.Miguel Ceperohttps://www.blogger.com/profile/17586513342346629237noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-61004169730792301732013-02-18T16:41:33.173-05:002013-02-18T16:41:33.173-05:00Well, it is only a few things that are affected by...Well, it is only a few things that are affected by large viewer coordinates. It is a smaller problem that what you may think, at least in my case.<br /><br />For instance the actual geometry can run in floats, since everything is generated in a clipmap around the viewer. Clipmap cells can be transformed using floats because their position is always relative to the origin of the clipmap. Floats are enough to cover a dozen kilometers into the horizon. <br /><br />The problem I encountered was with patterns that used global coordinates, for instance texture coordinates for triplanar mapping. You cannot just use a differential to the camera cause the textures would "swim" over the geometry as you move. So I establish this frame of reference only once per session and use it for the texture coordinates along the session.<br /><br />The viewer would need to walk for hundreds of kilometers before any noticeable errors would begin to show up. At normal walking speeds this would mean walking straight for days without ever closing the program. While it is possible, it is a very unlikely scenario.<br /><br />And yes, if you see the current position is too farm from the original reference, you can always do a reference frame update. It will make the texturing change and certainly it will look weird, but it will only happen once in a blue moon.<br />Miguel Ceperohttps://www.blogger.com/profile/17586513342346629237noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-70929691069583132062013-02-18T16:39:39.095-05:002013-02-18T16:39:39.095-05:00Very happy to see an initial version of this runni...Very happy to see an initial version of this running inside Unity! Can't wait to see the further progress...Rune Skovbo Johansenhttps://www.blogger.com/profile/10793811736803423054noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-19429791495675525672013-02-18T16:28:18.679-05:002013-02-18T16:28:18.679-05:00Are you able to expand upon that a little more? I&...Are you able to expand upon that a little more? I've been thinking about ways to get around the SP float point issue and haven't yet come up with an elegant solution.<br />When a player walks to the edge of a 'frame' is he reset back to origin in a new frame?Scott Richmondhttps://www.blogger.com/profile/11435228878954774684noreply@blogger.com