17 comments

  • spacemarine18 hours ago
    The founder, Wouter, has created or helped design 10 programming languages. Voxile is built in his newest language: Lobster. Wouter has been a major contributor to WASM and LLVM while also inventing flatbuffers. He’s worked at Crytek, Gearbox and Google among many other places. I’ve never seen anything like Voxile.
    • MikeShah31 minutes ago
      Indeed! Thanks for also linking my discussion with Wouter His early work on Cube engine and Amiga-E are still awesome to look at.
  • barcoder4 hours ago
    I&#x27;m a long time Unity developer that in the past year picked up Godot. The speed at which Godot loads compared to Unity is staggering, it&#x27;s just so much faster. When I returned to Unity I raised that my flow state was constantly being broken in a way that it wasn&#x27;t when using Godot.<p>Entering flow is one of the beautiful things I love about programming. And being knocked out of it often feels like a physical jolt.<p>Lobster seems to take the idea of optimisation and speed to new levels. Entering and remaining in flow must be even easier. First though, I&#x27;ll need to put the time into learning enough to be able to do it!
    • Aeolun52 minutes ago
      Lobster doesn’t seem that different from Lua in that regard? I won’t say it isn’t impressive, but I’m having a hard time believing the hard part of this thing was calling from an interpreted to a static language.<p>Edit: I was mistaken about what Lobster is (potentially compiled instead of jit), but the main point stands.
    • LelouBil2 hours ago
      Yeah,<p>I&#x27;m working on an indie game project and just got frustrated with Unity, I&#x27;m porting everything over to Godot.<p>I even learned about using Kotlin with Godot today [0] and I am really hopeful this is stable (it seems so), because I favor a more functional style of programming and C# ends up making everything 5 times more verbose than Kotlin.<p>[0] <a href="https:&#x2F;&#x2F;godot-kotl.in&#x2F;en&#x2F;stable&#x2F;" rel="nofollow">https:&#x2F;&#x2F;godot-kotl.in&#x2F;en&#x2F;stable&#x2F;</a>
    • gslepak3 hours ago
      Thanks for mentioning Lobster. This guy seems to have learned many lessons of language simplification and design. Looks like a promising language and I wish it success.<p>Ref: <a href="https:&#x2F;&#x2F;aardappel.github.io&#x2F;lobster&#x2F;language_reference.html" rel="nofollow">https:&#x2F;&#x2F;aardappel.github.io&#x2F;lobster&#x2F;language_reference.html</a>
    • MBCook2 hours ago
      So true.<p>Recent changes to Xcode have meant that on device debugging now launches WAY slower for me every time.<p>Once it’s going it’s fine. But an extra 20 seconds every time you start the app just kills things for me. It was never instant but now it’s trash.
    • yesitcan3 hours ago
      I get taken out of flow every time I submit my prompt to Claude. How’d you work around that?
      • kranner3 hours ago
        Are we just assuming nobody is programming commando anymore?
      • mef512 hours ago
        You can try not using Claude
  • vessenes7 hours ago
    Very cool - the post made me want to play the game, and check out lobster, but didn&#x27;t link to it - lobster is open source: <a href="https:&#x2F;&#x2F;github.com&#x2F;aardappel&#x2F;lobster" rel="nofollow">https:&#x2F;&#x2F;github.com&#x2F;aardappel&#x2F;lobster</a>. It doesn&#x27;t look like the voxel engine is, though, which is a bummer. On reflection, I&#x27;m guessing that game is built for mods, so that would be a path to getting to play with the engine side.
    • Aardappel6 hours ago
      Yes, only the lower layers are open source right now. We will eventually expose more, when modding will more stable, etc.<p>Right now the editor has a UI driven minimalistic language for specifying quests and other gameplay actions.
      • Aeolun30 minutes ago
        What is the voxel resolution Voxile works at?<p>Also, does it have a single world grid? (I saw you say octree somewhere) or many separate elements?
      • OtomotO5 hours ago
        Any ideas how to increase the render distance way further?<p>Because that&#x27;s where I always get stuck. There are so many cool algorithms and ideas that I have like combining ray tracing with meshing and even like imposters for the distant chunks.<p>But this is getting very complicated with contrees and raytracing&#x2F;marching etc.
        • Aardappel5 hours ago
          With raytracing having a far render distance is actually fairly cheap and simple compared to polygonal worlds (good looking LOD is hard).<p>Some reasons why we don&#x27;t have a super far render distance, in order of importance:<p>The biggest is GPU memory. The octree that holds the world gets gigantic at large sizes. We&#x27;d have to swap parts out as the camera moves. We can do that but haven&#x27;t gotten there.<p>Noise: raytracing looks incredibly noisy if you simply cast rays far into small geometry. Hence we even have LOD for blocks, even though they&#x27;re not needed for efficiency, they&#x27;re needed for visual stability.<p>If you&#x27;re unlucky and a ray has a lot of near misses with geometry, it does more work than other rays and it causes GPU performance degradation. It&#x27;s rare but to raytrace far you have to optimize for a certain amount of ray steps, we actually put a bound on this.<p>We find having fog gives some visual unity and sense of scale. With far away fog, the world looks VERY busy visually.
          • jfindley2 hours ago
            Is there any way to have something like a distance blur? e.g. as rays travel further you reduce the number, subsample then apply a gaussian(or algo of choice) blur across those that return, increasing in intensity as the rays angle gets coarser?<p>It&#x27;d be really neat to have some way of enabling really long-distance raytraced voxels so you can make planet-scale worlds look good, but as far as I&#x27;m aware noone&#x27;s really nailed the technical implementation yet. A few companies and engines seem to have come up with pieces of what might end up being a final puzzle, but not seen anything close to a complete solution yet.
  • HexDecOctBin2 hours ago
    One issue with Voxel-based physics destruction games is that the physics happens in continuous space (as opposed to voxel space). This means that the moment you break off a chunk of geometry, it has to be converted into a mesh and simulated like any other mesh-based model will. This makes voxels seem like more complicated Voronoi-noise based fractures. If you want the modelling workflow or the looks of voxels, it&#x27;s fine. But assuming that voxels will somehow help with the destruction physics seems not to be a valid assumption.<p>Ideally, we would be able to do physics in voxel space itself (sort of like a cellular automata based classical mechanics), but that doesn&#x27;t seem to be possible.
    • Aeolun50 minutes ago
      This isn’t actually true if you use GPU raytracing, as everyone involved with voxel destruction seems to realize at one point or another. Meshing in a performant way after every destruction event is simply not possible.
  • peterashford1 hour ago
    Heh. I thought I remembered the name. I used to use Wouter&#x27;s E programming language on the Amiga. It was pretty good, as I recall.
  • bobajeff2 hours ago
    Kind of looks like like Minecraft if it was built out of Voxatron. (millions of Little destructible cubes) seems like a very very difficult thing to do at that scale. On top of that making a engine and a language. This guy must have interesting things to say.
  • ashton3145 hours ago
    Gorgeous. These are the graphics I wish Veloren[1] had. Maybe my machine is lacking the specs to dial up the graphics all the way…<p>[1]: <a href="https:&#x2F;&#x2F;veloren.net&#x2F;" rel="nofollow">https:&#x2F;&#x2F;veloren.net&#x2F;</a>
  • istillcantcode1 hour ago
    I appreciate when games load fast (this one does). Its one of the signs I use to see if a game is worth my time. Most of the games I play, I am playing the game within 20-30 seconds of opening the game from my desktop. I&#x27;m naively assuming that in order for a game to load fast you have to have a good plan of what order to load things in. It feels like an attention to detail thing to me.
  • sarchertech5 hours ago
    Now this is the kind of thing I expect people to bring to show and tell when they post about how they are 100x as productive thanks to AI.
    • Aardappel5 hours ago
      Haha.. yeah entirely coded without AI so far, lets see how long we keep that up :P
      • fallat2 hours ago
        If you use Google in any capacity, you already have.
        • katdork1 hour ago
          and this is why i, personally, use searxng these days instead of google or duckduckgo
  • VinLucero4 hours ago
    Really looking forward to playing Voxile with my friends! I feel like merging real quests with a Minecraft-like will be compelling.
  • huevosabio7 hours ago
    This looks so cool! Love the build to fight angle.<p>Gonna try it as soon as... I have time
  • thousand_nights4 hours ago
    naming something tech related without referencing crabs or lobsters challenge [impossible difficulty]
  • injidup7 hours ago
    lobster: Like rust, python and ruby all mixed together
  • Cloudef4 hours ago
    Very cool
  • imiric4 hours ago
    The game currently has a Mixed (65%) rating on Steam. Granted, some negative reviews are shallow, but some mention important issues. Regardless, a Minecraft clone is not exactly groundbreaking in terms of gameplay.<p>This is to say that technical merits are rarely good indicators of a good game. As a gamer, I don&#x27;t really care about the game engine, and even less about the language it&#x27;s written in. Good programmers often obsess about these details, but it&#x27;s easy to miss the forest for the trees, which is what I think happened here. Game design is a separate skill from game development, and not many people excel at both.<p>Still, it&#x27;s great seeing this here, as the technical achievements are quite remarkable.
    • Aardappel2 hours ago
      It&#x27;s not intended to be a Minecraft clone.. if you look a bit closer than the initial visual impression, you&#x27;ll see there are many differences in gameplay.<p>As for the rating, yes we had a rough initial launch, but we&#x27;re fixing all these things. Note that it is 65% out of only 63 user reviews, so statistically not set in stone yet.
    • sarchertech4 hours ago
      65% positive reviews doesn’t tell you much about whether the game is good or not. At most it tells you that the game wasn’t great at communicating what people should expect.
      • bingaweek3 hours ago
        This is just being intentionally obtuse. Everyone knows that 65% generally means the game doesn&#x27;t even run on most devices, crashes constantly, or has some other serious flaw. Ridiculous.
        • sarchertech36 minutes ago
          Explain how a game that doesn’t run on <i>most</i> devices or crashes constantly is recommended by 65% of reviewers.<p>But also if that is true, that just solidifies my point which is that a 65% doesn’t necessarily have anything to do with game design.
    • AmbroseBierce2 hours ago
      Steam review marked as most helpful states:<p>&gt; I played this game for 3 hours and i can confirm it is not in a playable state, there were several bugs within the first few maps that deleted needed items causing us to reset the entire world. several times. Don&#x27;t waste your time...
  • Paddyz2 hours ago
    [dead]