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#voxelengine#pathtracing#globalillumination

New Voxel Engine Reveal - Crystal Islands Experiment

John Lin

41K subscribers • 1 video on Hallway

YouTube
  • Recommended by 2 people: 2 on Hacker News.
  • A classic. People kept recommending it from 2021 to 2025.
  • Presented by John Lin, developer

Intermediate. Assumes working knowledge.

394K views5 years ago2 recommendations

Graphics and audioGame developmentRenderingGPUs, shaders and CUDAUnity, Unreal and Godot

John Lin demonstrates a custom voxel engine featuring high-detail microvoxels, path-traced global illumination, and object fracturing.

Follow me on Twitter for more updates: twitter.com/ProgrammerLin This scene is composed entirely of voxels. What started as an innocent attempt at increasing the view distance evolved into a 4 month quest to achieve not only that, but rewrite a brand new voxel engine from the ground up that would feature: - An 8x (512 cubic) detail increase with animation support, high compression rates, and per-voxel material attributes - Fast collision detection that physics and player walking will utilize - Full fracture and mutation of objects - Improved path traced global illumination that features 5 bounces from the sun, atmosphere and all emissive objects - A powerful asset pipeline that can utilize Quixel Megascans, PlantFactory/PlantCatalog's detailed vegetation, and other highly detailed polygon models after being converted and processed into voxels (all 3 seen in this video) - Ray-traced world generation that could easily place trees, grass, flowers, and other assets (eg. crystals) in designated areas: eg. in sunlight, on cave walls, in big open areas, and so on - A 10x speedup in rendering over the previous engine Most of these features are showcased in the video. Of course, there are some kinks to work out, like you can see object intersections occurring or being placed in odd places, and the path traced denoiser is lacking a spatial filter, but I got too excited with how this looks that I couldn't wait any longer to share. The effective world size here is 256K^3 and the island is generated once upon startup (like Terraria for instance), which takes about a minute. Things won't look this chaotic in whatever the final version is, as it's more a feature test than anything else. To those who prefer the charm of the old engine, there is a low-detail mode that will be toggleable. More likely than not, this level of detail will be reserved for RTX graphics cards, and the low-detail mode will be the fall back for older ones. I don't have exact spec predictions yet, because there are so many tweaks to be made like level-of-detail threshold, lighting refresh rates, and the world size itself, so general performance requirements remain to be outlined. Stay tuned for more updates, as in the future we'll soon see that this world is dynamic and not just there to be looked at. Rigid body physics will make a return, so will fluid dynamics eventually, and really everything seen here is only the beginning. Thank you to everyone who supports this project, and doesn't leave mean comments calling out how I keep saying the next video will be the official announcement. Soon(tm) ;)

Why it's here

2 people recommend this

What people say. Recommended as one of the most impressive and highly detailed voxel engine demonstrations available.

junonon Hacker News • Recommends

On “The Perfect Voxel Engine”

For reference, this is John Lin who posts semi-frequent devlogs0 of his voxel engine progress - an engine that is, in my opinion, one of the best voxel engines in existence rivaled only by Dennis Gustafsson's "Teardown" voxel engine. 0 link to this video

parlortrickson Hacker News • Recommends

On “VoxelSpace: Terrain rendering algorithm in less than 20 lines of code (2020)”

John Lins link to this video Crystal Island looks amazingly detailed and smooth. Wish he would continue or share how.

u/camilo16in r/GraphicsProgramming • Mentions

Does anyone know what technique John Lin uses for his micro voxels? I am referring to this video: [video

u/KenBenTheRenHenin r/gameenginedevs • Mentions

Voxel game ideas/techniques that blow my mind. link to this video ------ link to this video

romwellon Hacker News • Mentions

On “MagicaVoxel – A free voxel art editor and interactive path tracing renderer”

>Would it be possible at some point to have voxels the size of a pixel? And would it benefit for example path tracing, physics and other things? The answers are yes and maybe . There are people who are working in that direction. See this, for example: link to this video

Crestwaveon Hacker News • Mentions

On “The Perfect Voxel Engine (2021)”

Hm, do you have a source for that? It's possible that you're mixing it up with his decision to shelf "micro-voxels" in favor of the traditional, chunkier voxel art style. link to this video (see pinned comment)