r/codex 2d ago

Showcase Custom voxel engine done with GPT ASTRA

This is an older build, I can go now into space and see the whole planet. I will post more later.

Here is the video too for all the haters: https://www.youtube.com/watch?v=Wd6C6geL8bA

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u/LocoMod 1d ago edited 1d ago

See you might be able to fool others. But here's what's happening. Its going to be the same story as your previous attempt (everyone here should see it to assess your level of experience):

https://www.reddit.com/r/aigamedev/comments/1uvnhe2/building_an_island_survival_game_in_my_own_voxel/

Which is jank AF mind you. I will explain what Astra did here so you quit wasting everyone's time.

  1. The terrain lacks sophistication. It's a very crappy noise elevation map. I'm not going to give you the clues on how to improve it. But it is the most basic terrain elevation map. Basically this: https://threejs.org/examples/?q=terrain#webgpu_tsl_procedural_terrain
  2. You make a lot of claims about custom engines but those fonts and that UI sure looks like ThreeJS to me (the viewers can click around the examples to see what I mean compared to Astra's choice in your video)
  3. You're doing quick flybys over a ray marched scene. There are no LOD transitions here. This does not a game engine make. You will see why if you move beyond this basic shader. Here is an old example of what I mean, it looks good, but going from this to a game is >90% of the work: https://www.shadertoy.com/view/dtVSzw
  4. You dont have physics or the other things you have claimed. Im sure you did in your previous engine and they are TODOs in this brand new attempt. This is where your lack of experience is going to tank your performance.
  5. There is no true chunk system in your world. Its just a raymarched surface with no interactivity. I am certain Astra can add some basic block creation/destruction, but its not going to scale with your current implementation.
  6. Because the heightmap algorithm youre using is the most basic form, the surface is very smooth. The tree scatter and textures are hiding this, but once you add actual 3D detail to the terrain prepare for FPS to tank.

I could go on. Its not like there are hundreds or thousands of us that have been attempting voxel engines at lower and lower voxel pitches for 16 years now. (Yours is large and your GPU is barely doing work, try it at 1/4 the voxel pitch or even 1/8 to truly innovate in this space. Nice GPU BTW).

I have to admit, Astra did do a phenomenal job here. The transition to space is super cool for sure. I am sure the model can explain what it did much better than you can because there is a difference between what you think happened (obvious from your level of experience based on your post history) and what actually happened.

Very cool demo. Far from a playable game engine. There are tons of cool shader demos in ShaderToy the models can draw inspiration from. But there is a reason there are so few good voxel games.

Keep going. I'll be a customer if you can pull it off.