Fr0stbyte Shares His Gamedev Man-Crushes

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fr0stbyte124
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Re: Fr0stbyte Shares His Gamedev Man-Crushes

Post by fr0stbyte124 » Thu Jan 31, 2013 11:03 am

As cool as that would be, I think both guys have enough on their plate. And don't get me wrong, what we have in place for Futurecraft will be fine. I just wish I could figure out what the heck the Atomontage engine is doing. Hoping the dev will publish that paper at some point or otherwise explain it in more detail. A couple of his responses make me sort of wonder if it is terribly different from our current approach. Man, having a demo would help so much.

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Re: Fr0stbyte Shares His Gamedev Man-Crushes

Post by Avenger_7 » Thu Jan 31, 2013 12:42 pm

Why not just explain what you're doing and ask if he can share some "insight"?
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Re: Fr0stbyte Shares His Gamedev Man-Crushes

Post by fr0stbyte124 » Thu Jan 31, 2013 1:52 pm

Already did. I'll let you know if he responds.

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Re: Fr0stbyte Shares His Gamedev Man-Crushes

Post by fr0stbyte124 » Thu Jan 31, 2013 8:51 pm

The mystery deepens. Apparently, 2 years ago the engine was running single-threaded and had no programmable shaders. This completely overturns all of my assumptions. Without programmable shaders, you can't do GPU ray tracing, meaning if polygons are not involved (and they're definitely not), the GPU can't be doing a heck of a lot, and that the CPU is the thing raytracing. This also opens up opportunities which aren't available on a GPU. For all its raw power, a shader thread cannot chose where it will output to. Vertices can, but not efficiently enough for a voxel engine. For a large part of the traversal, most of those traced rays are producing the exact same output, so while the CPU is not as powerful as the GPU, it may be able to work smarter. Additionally, there are more advanced compression methods available which I had falsely assumed were done on the GPU.

For instance, the highly optimized CPU voxel engine, Voxlap, famously used in Ace of Spades, stored geometry to a 2D map with variable-length height data which was run-length encoded (normally you have a value followed by a count of how many times that value is repeated, followed by a new value).

So now if we assume Atomontage is doing CPU raycasting, but not per pixel, he would be doing some sort of tree traversial to work out which surfaces are most likely visible in each chunk and rasterizing them, only I still don't think this is the solution. That alone shouldn't be fast enough, nor does it begin to delve into the compression used. There's also a curious artifact which happens from time to time where the memory is cleared and reloaded, and during that time, the scene is temporarily at a lower resolution. This means there is either some decompression, or the data is not fully traversed each frame. This is getting really hard to figure out. So many more questions than answers.

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Re: Fr0stbyte Shares His Gamedev Man-Crushes

Post by Ivan2006 » Sat Feb 02, 2013 2:48 pm

And you are trying to get the stuff they use working for FC if I got that right?
Quotes:
Spoiler:
CMA wrote:IT'S MY HOT BODY AND I DO WHAT I WANT WITH IT.
Tiel wrote:hey now no need to be rough
Daynel wrote: you can talk gay and furry to me any time
CMA wrote:And I can't fuck myself, my ass is currently occupied

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Re: Fr0stbyte Shares His Gamedev Man-Crushes

Post by fr0stbyte124 » Sun Feb 03, 2013 6:04 am

Ivan2006 wrote:And you are trying to get the stuff they use working for FC if I got that right?
We'd never be able to pull it off. I'm just looking for new ideas. We can't do much more than we are already doing with conventional strategies without alienating the weak hardware users. But Atomontage pulls it off. Massive voxel maps and weak hardware, and I'm dying to know how. Whatever he's doing is something I've never seen before, and I get around. It's very likely something completely new.

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Re: Fr0stbyte Shares His Gamedev Man-Crushes

Post by Ivan2006 » Sun Feb 03, 2013 1:48 pm

don´t die to know it.
You are very much needed here.
Quotes:
Spoiler:
CMA wrote:IT'S MY HOT BODY AND I DO WHAT I WANT WITH IT.
Tiel wrote:hey now no need to be rough
Daynel wrote: you can talk gay and furry to me any time
CMA wrote:And I can't fuck myself, my ass is currently occupied

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Re: Fr0stbyte Shares His Gamedev Man-Crushes

Post by fr0stbyte124 » Mon Feb 04, 2013 2:54 pm

Man, I'm starting to think he's not going to respond to me. And if the pattern continues, it's going to be another year before any new info appears on the engine.
Not gonna lie, it sort of feels like I just got dumped. So BRB, gonna eat this whole tub of ice cream and tell myself I'm still pretty.

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Re: Fr0stbyte Shares His Gamedev Man-Crushes

Post by Keon » Mon Feb 04, 2013 8:36 pm

It's okay.Image
- I can be reached as ducky215 on minecraft forums -

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Re: Fr0stbyte Shares His Gamedev Man-Crushes

Post by Ivan2006 » Tue Feb 05, 2013 1:32 pm

Keon wrote:It's okay.Image
You are being mean.
Stop trying to drive fr0st to suicide.
I hate that kind of thing.
Quotes:
Spoiler:
CMA wrote:IT'S MY HOT BODY AND I DO WHAT I WANT WITH IT.
Tiel wrote:hey now no need to be rough
Daynel wrote: you can talk gay and furry to me any time
CMA wrote:And I can't fuck myself, my ass is currently occupied

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Re: Fr0stbyte Shares His Gamedev Man-Crushes

Post by fr0stbyte124 » Tue Feb 05, 2013 2:01 pm

Who's the babe?

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Re: Fr0stbyte Shares His Gamedev Man-Crushes

Post by hyperlite » Tue Feb 05, 2013 2:43 pm

Get back to work! Like, your real job.
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