well… I had to… I didn’t start with the right tools so I had to remake it. But thanks to the knowledge and skills I got from making it the first time, I remade almost all of it and most parts even better than before in a third of the time.
I first made my voxel engine in c++ and OpenGL because I was doing it for fun and to learn graphics API, but now that the project got bigger I had to switch to better tools. I chose rust and bevy.
I recoded most of the features into this new engine such a random infinite world generation by loading and unloading chunks, world destruction with particles, skybox, fog and also added textures and better digging. I left out a few things like the villages because they aren’t really engine-related.
Thankfully I used this opportunity to re-work how I approach voxels rendering and destruction, allowing huge optimisations that would have required me to remake it anyway 🙂
Next I’d like to make a game out of this like I talked about before and never did lmao
I’m thinking of a game where you use superpowers to destroy enemy bases or something like that. I wanna play a lot with the particle systems and the destruction to create cool satisfying effects.
TanTan ( inspiration to use rust and bevy ): @Tantandev
His video about using unity, rust and bevy: https://youtu.be/G-IuH6R-yD8
Bevy: https://bevyengine.org/
I also used Bevy Hanabi for particles: https://github.com/djeedai/bevy_hanabi
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0:00 Intro
0:27 Textures
0:40 Better Digging
0:55 Broken
1:20 Rust & Vulkan
2:01 Recoding
2:27 Learning
3:36 Research
4:19 Bevy
4:50 Remake Part 1
7:24 Remake Part 2
9:06 Remake Part 3
10:06 Final touches
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29 comments
Step 2. Remaking my voxel engine from scratch
Step 3. Recreating a computer from scratch
You could have done just as well, just as easily, with C++.
Mostly it's just usually not worth switching languages or API's based on popularity contests, and sticking to something that you're familiar with has a greater advantage imo.
But I'm not criticizing you - just hoping you don't get stuck in a loop of "stack switching" like sometimes happens to programmers' hobby projects.
Extremely relatable.
I also remake my whole [insert project here] from scratch on occasion.
The thing not clear about OpenGL is that you're writing commands to memory not executing them on the GPU directly. Important to know to avoid freezing.
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