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Here's compilation of my #voxel clips which I've made recently. Hope you enjoy!
Full version: youtu.be/3-c4pGSGmC8
#voxels #voxelart #magicavoxel #gamedev #indiedev #screenshotsaturday #3d #gif #animation #render #bfs
Michał Mroszczak retweeted
Ok, it was a bit bumpy first ride, but I managed to do my first stream. I made a small scenario about reviving skeleton pigs into living pigs by throwing pork chops at them ... (makes sense). next week I'll jump into Castle building (hopefully)!
Michał Mroszczak retweeted
Spawning 5000 dogs per second seems like a total chaos.
With deterministic simulator it is actually not. It's is fully controllable turbulent space
Feel free to join our Discord if you're curious: discord.com/invite/XBfrKZCUv…
Michał Mroszczak retweeted
One of the reasons I started to work on BFS is that I really was disappointed with Minecraft's explosions.
What you see on the video is prefractured castle. What we would like to do is to add realtime voronoi fracturing on the whole terrain and architecture based on material properties.
Funny thing is that our models and generators have the materials already set up. Physics work fine with that amounts. VFX has been implemented. "Just" the dynamic (and deterministic!) fracturing on GPU is left to finish.
And of course the floating parts in the air. Well at least that's what is left in the spirit of good old Minecraft :).
Michał Mroszczak retweeted
Writing deterministic physics be like ...
You need to keep your maths tight. There's no need to go full fixed floats or integers. We managed to quantize just impulses, since in HLSL atomic operations needs to be performed on ints.
The result is what you see on the movie. This enables us to do multiplayer simulation since all the players will see exactly the same thing.
Michał Mroszczak retweeted
We can do a ton of GPU computed physics by representing voxels as particles.
We do it in preprocessing stage. For characters it is good to have denser intersecting particles to avoid penetration.
Because the representation of rigid bodies and fluids consist of the same atomic structure - a particle - it is much easier to make one coherent simulation
Michał Mroszczak retweeted
Attention my fellow nerds :)
This video is technical and needs more explanation — but I think it shows interesting implications of where games can go.
In BFS I’m running two deterministic GPU simulations inside an asynchronous game.
One player controls a jet aircraft attacking a volcano area. I control an undead army using physically simulated projectiles against him.
The video shows deterministic fluid simulation, complete terrain destruction, and when the scenario needs it we can reach hundreds of thousands of GPU-computed NPCs in a full 3D physical multiplayer game.
The deeper point is that this is very close in spirit to the work @mirror2mask was showing ~20 years ago at ATI/AMD: using the GPU not only to render games, but to actually drive more of the game itself.
We are getting closer to making those ideas practical as real gameplay systems, not just demos.
I made it! 🤪 I got onto the list of the top 100 works for "Kinetic Rush" with a Prince of Persia idea (shout out to @jmechner 😉). The level of the clips was incredibly high; congratulations to everyone who participated! #kineticrushchallenge
Michał Mroszczak retweeted
After a year of hard work I’m super happy to announce that we are now officially a part of @EpicGames epicgames.com/site/en-US/new…
Michał Mroszczak retweeted
Inspired by @tuxedolabs progress with voxels I decided to head towards quantity over quality :). A zombie explodes on touch with enemy. To make it super fluent I decided to write a second GPU particle system without collisions. It only took 300 of lines of code :) #madewithunity



