Blazingly Fast Greedy Mesher - Voxel Engine Optimizations

  Переглядів 84,452

Tantan

Tantan

День тому

This greedy mesher is blazingly fast. Written with Rust and Bevy, using clever bitwise operations we can generate chunk meshes, an average of 0.000195 per 32x32x32 mesh!!!
This mesher blows most culled meshers out of the water, and I want to teach you the "secrets" of how to implement this for own voxel engine.
There are 2 algorithms we'll explore:
Binary greedy meshing AND binary face culling.
IT'S OPEN SOURCE!
github.com/TanTanDev/binary_g...
Resources:
Greedy Meshing Voxels Fast - Optimism in Design Handmade Seattle 2022: • Greedy Meshing Voxels ...
C++ binary greedy mesher repository: github.com/cgerikj/binary-gre...
Simplified greedy mesher article: vercidium.com/blog/voxel-worl...
My discord group:
/ discord
Want to support me?
⁍ Patreon: / tantandev
⁍ Monero: 43Ktj1Bd4Nkaj4fdx6nPvBZkJewcPjxPB9nafnepM7SdGtcU6rhpxyLiV9w3k92rE1UqHTr4BNqe2ScsK1eEENvZDC3W1ur
0:00 blazingly fast
0:30 but why?
2:56 greedy meshing algorithm
4:23 indexing?
4:52 binary data
5:43 code: binary greedy meshing
7:44 chunk slicing
10:14 why it's slow
11:24 WORLDS FASTEST binary greedy mesher
19:43 why it's fast
21:01 interesting findings
22:22 resources
#rustlang #gamedev #programming

КОМЕНТАРІ: 302
@MrSofazocker
@MrSofazocker 24 дні тому
You just casually made a spatially mapped datamodel lol
@daddy7860
@daddy7860 23 дні тому
What part of this video was casual lol
@notthetruedm
@notthetruedm 23 дні тому
@@daddy7860 The way he explained it felt like a friend explaining something to me rather than a teacher explaining.
@Pockeywn
@Pockeywn 21 день тому
yep. just to remake minecraft. this is what people do on the internet.. its awesome.
@yaboiminecraff
@yaboiminecraff 20 днів тому
​@@notthetruedm the best way to learn
@cosmo9762
@cosmo9762 24 дні тому
Hi! I wrote the "Binary greedy meshing" algorithm. Very cool to see this video on my youtube frontpage today, I love your video and explanations :)
@samuelcollier1764
@samuelcollier1764 24 дні тому
glad to see people are finally seeing this now! It definitely deserves more attention
@nicholasfinch4087
@nicholasfinch4087 23 дні тому
I was skeptical at first, but after some digging, damn you really are the guy that wrote the mesh algorithm 4 years ago. Nice!
@redfatcatz
@redfatcatz 24 дні тому
Thanks for the video, I can advise you not to make a greedy mesh for each type of block, but to make for all complete solid blocks, and then transfer to the GPU data structure with the help of which you can calculate the block type and texture by pixel position, it will simplify the mesh many times as well as the algorithm itself.
@tommycard4569
@tommycard4569 24 дні тому
ah, this makes sense
@CaptTerrific
@CaptTerrific 24 дні тому
I'd love to see the speed comparison on that, sounds promising!!
@charltonrodda
@charltonrodda 24 дні тому
Is it really faster to do that lookup in the fragment shader than it is to store it in the vertex data or look it up in the vertex shader?
@raffimolero64
@raffimolero64 23 дні тому
@@CaptTerrific Saves a hashmap entry access for every voxel. bets on 4x speed.
@TheSliderW
@TheSliderW 21 день тому
Same for lighting and ambient occlusion
@CSPciccionsstibilepippons
@CSPciccionsstibilepippons 22 дні тому
Found a way to make it even faster: you are initializing the 2 initial vectors with chunk_size_p³, but it can also be done with chunk_size_p² because the 3rd dimension is in the bits. this way you can use arrays because there is no longer a stack overflow
@Siphonife
@Siphonife 24 дні тому
I now fully understand the concepts used to achieve such high performance. I also fully understand that if I were to try to write it. Every line of code would have an off-by-one error.
@notthetruedm
@notthetruedm 23 дні тому
When you explained the part in 14:40, where you explained how to find the faces looking right just by modify an interger, I was so surprise at how simple it is an yet amazingly complex
@110110010
@110110010 17 днів тому
My thought right there was "oh, is this edge detection?" It was a really intuitive explanation
@user-ms6cc6ft3k
@user-ms6cc6ft3k 24 дні тому
You can speed up the data setup part by using stack arrays instead of using "Vec"s
@minecraftermad
@minecraftermad 24 дні тому
oh yeah definitely since the array size is a known value, and doesn't need to be resized. and is small enough to fit into stack.
@0x4849
@0x4849 24 дні тому
CHUNK_SIZE_P3 = 34*34*34, so the size of axis_cols is 3*34*34*34*64 = 7,546,368 bits. Additionally, we need twice that for col_face_masks, giving ~2.83MB. Honestly, I don't know whether this will fit on the stack or not. Maybe someone else can provide additional information?
@lengors7327
@lengors7327 24 дні тому
​@@0x4849 I believe max stack size can be changed when compiling, but the default is usually not very large. I would instead preallocate the vector once and then always use that one instance
@user-ms6cc6ft3k
@user-ms6cc6ft3k 24 дні тому
@@0x4849 I had a program where I had an array of 5 Mb. So 2.83MB should be feasible. Also, the memory can be static. We really just need to benchmark the approaches and choose the best one
@user-ms6cc6ft3k
@user-ms6cc6ft3k 24 дні тому
2.83mb should be feasible. I had a program that used 5mb for a stack array 😅. The memory can also be shared between calls whatever it's stack or heap based. Different approaches should be benched and there should be a room for improvement
@PikkelP
@PikkelP 24 дні тому
this is insane! i have my own culled and greedy meshing implementations and i know they're not the fastest, but i'd never have thought it could get THIS fast. you could literally remesh every chunk every frame with this and still get good fps, which is mind-boggling. good job with the explanations, too.
@Unbreathable
@Unbreathable 24 дні тому
This video is honestly so well explained and even though I don't know anything about voxel engines or game development I was able to understand it. This is probably one of the best resources for making a voxel engine. If I ever make one, I'll probably take a look at this again, thanks for your amazing work!
@14corman46
@14corman46 17 днів тому
This is incredible! I did something extremely close to this for counting strings within DNA sequences and got immense speedup. Binary manipulation is insanely speedy if you can comprehend it. Great job figuring this out and explaining it.
@theStumblinbear
@theStumblinbear 24 дні тому
Use an array for the data instead of a vector (since you know exactly how many entries it will contain) and it should have essentially zero allocation time since it'll be allocated on the stack instead of the heap
@Tantandev
@Tantandev 16 днів тому
It doesn't fit on the stack on linux it's to large! But here is the funny thing... Someone noticed I'm allocating WAY more memory than was actually used. And now it does fit on the stack :) So I've changed it. The performance difference was only minimal though.
@mek101whatif7
@mek101whatif7 24 дні тому
Now do it with SIMD
@angeldude101
@angeldude101 16 днів тому
At least on x86, bitwise operations like count trailing/leading zeros are only available on the more recent AVX-512 processors, so adding SIMD might make it faster of their friend's CPU, but could actually make it slower in parts on their own. There are probably some places where it'd be beneficial anyways though.
@GeorgeTsiros
@GeorgeTsiros 10 днів тому
@@angeldude101 you sure about that? Let me check... FELIIIIIX, WE NEED YOUR SITE AGAIN
@FM-kl7oc
@FM-kl7oc 24 дні тому
If your friends CPU has significantly larger L2 or L3 cache, the performance difference could perhaps be cache misses? Aligning data for CPU cache optimization is another beast to tackle though 😅
@AmaroqStarwind
@AmaroqStarwind 9 днів тому
I think it's possible to enable larger memory pages in some compilers.
@nanda_gamedev
@nanda_gamedev 24 дні тому
Oh my god I wish i had this video like 2 months ago when i was trying to write a greedy mesher. Thank you so much for this resource! Will definetly save it for the future!!
@Gin2761
@Gin2761 24 дні тому
I'm making a game that has voxels and I implemented this also using Rust and something very similar to the slow approach. This video came out with such a great timing. Thanks for sharing this. Maybe it can be even faster if SIMD or parallelization are included? 😁
@jeanlouis5619
@jeanlouis5619 24 дні тому
Looking at this made me realise that I clearly need to lurn bitwise manipulation
@DanKaschel
@DanKaschel 24 дні тому
It's actually genuinely fun if you like puzzles. A lot of it is figuring out how to visualize it so you can figure out what's going on because the final product is always undecipherable (at least for me).
@DreadKyller
@DreadKyller 22 дні тому
It's honestly amazing how many usecases there are for bitwise operations, I think at least some understanding, even if only basic, should be a core skill of any serious developer.
@memes_gbc674
@memes_gbc674 5 днів тому
if you know all these quirky things you can figure out pretty quickly that an odd number is determined by its first bit
@DanKaschel
@DanKaschel 5 днів тому
@@memes_gbc674 assuming you understand endianness and therefore which bit is "first"
@memes_gbc674
@memes_gbc674 5 днів тому
@@DanKaschel that too
@bosine9431
@bosine9431 24 дні тому
Just want you to kmow that this video was so good that at 11:27 there was a solid 5 seconds where I actually scrambled to rewind the video to try to desperately see the code
@HoloTheDrunk
@HoloTheDrunk 24 дні тому
Thank you Tantan for somehow releasing a video on the exact topic I was worried about for my next project, very cool.
@GeorgeTsiros
@GeorgeTsiros 10 днів тому
i love everything about this your awkward presentation, the handdrawn sketches, the weird pronounciation, the focus on speed, your manbun, your long hair that makes you look like a metalhead, the jokes, the effort you made, everything, everything in this video is just *right* .
@p1tayaa
@p1tayaa 23 дні тому
Man amazing video. You made it sound so hard but I feel like I grasp all of it pretty well. The visuals make it soo much easy to follow, hats off to your work.
@sturdyfool103
@sturdyfool103 24 дні тому
I haven’t tried greedy meshing but I’ve seen some demos of greedy meshes where it doesn’t care about block type, it constructs the triangles while remembering where the different block types are, so it’s possible to make the greedy meshes not slow down when you increase the block type count
@bassguitarbill
@bassguitarbill 24 дні тому
This is some Big Brain Calculation right here, great video Tantan!
@Iridescence
@Iridescence 23 дні тому
Great video! I wrote a basic algorithm for doing this on culled meshes, but I'm glad to see it's possible with greedy meshes too!
@thaddaeusmarkle1665
@thaddaeusmarkle1665 21 день тому
Wow man, mad props. That was some heavy stuff and yiu actually explained it extremely well. Thanks, and keep up the good work!
@konkitoman
@konkitoman 24 дні тому
Now i understood why this video take a while to be made! This was a really good video!
@Teflora
@Teflora 23 дні тому
You succeeded very well in explaining something complex in a simple manner! Well done!
@gregbigwood4532
@gregbigwood4532 24 дні тому
phenomenal video explaining this. you are very good at explaning these topics
@Cluxiu
@Cluxiu 19 днів тому
I came from Dani's video, and I'm glad I did :) Great video!
@zy-blade
@zy-blade 24 дні тому
What a coincidence, I currently need a good voxel algorithm for my project :D Will definitely look into it! thanks
@heryu2630
@heryu2630 17 днів тому
It's like a gift for me. It was a problem no matter how much I optimized it before but now I have no problem loading and rendering faster than before. thanks for your video
@Kevroa1
@Kevroa1 23 дні тому
WOW you did a really phenomenal job at explaining your algorithm
@a1r592
@a1r592 23 дні тому
You explained this really well! Thanks!
@diontryban5645
@diontryban5645 22 дні тому
This is awesome! I'm looking forward to attempting to implement this myself. I'd love it if you would cover ambient occlusion in the future or at least provide some resources for where you learned about it
@LuciFur-wz8rc
@LuciFur-wz8rc 21 день тому
The brings back memories. I recognized some code I wrote about 15 years ago after being blown away by Minecraft. The & operation on the shifted bits specifically. The merging of the meshes was clever and much better than what I ever came up with. I put it all in a fancy octree though so I only rendered on-screen chunks. I hit a brick wall getting the lighting to work on merged meshes and it all fell apart once I had more than, say, 6 block types. Your code will do so too. But it's a great exercise and good job. A more modern way would no doubt be raycasting, there are many more triangles than pixels on the screen if you scale things up and it parallelizes better. Nice video, keep them coming!
@katech6020
@katech6020 22 дні тому
I would love to see a full bevy tutorial on your channel
@beppvis
@beppvis 23 дні тому
Less go. great video as always sensei
@admexir
@admexir 19 днів тому
I like how you mostly pronounce "Chunk" as "Shunk", always made me smile :D
@DanKaschel
@DanKaschel 24 дні тому
Love this. I remember building a 2048 AI and going from loop-type grid transformations to bitwise operations. Bitwise stuff is hard to grok but there are sooo many orders of magnitude of improvement and it's so satisfying :)
@magfal
@magfal 23 дні тому
I love how other SQL devs look at me when I explain my stored procs that utilize bitmap logic to be a million times faster than the naive approach to the same problem.
@DanKaschel
@DanKaschel 23 дні тому
@@magfal umm. I think I'd do the same if a colleague said they were using bit manipulation in a stored proc
@magfal
@magfal 23 дні тому
@@DanKaschel Calculating using the bitwise code and returning the final result set in postgres put less load on the postgres server than serving the data it's based on to application code, which then had to run the calculations. This is true quite often for OLAP style workloads.
@DanKaschel
@DanKaschel 20 днів тому
@@magfal that is true, but it'd have to be pretty niche before performance trumped maintainability
@magfal
@magfal 19 днів тому
@@DanKaschel a 10 line comment was enough for my colleague to understand and confidently make adjustments for a new requirment. Bitwise code isn't magic or that hard to do when you know the incoming data, the result, the intended behavior and you've got the code in front of you. And to go from a batch job ran once a month to an on demand real time task is quite important when the report directly generates revenue for it's users with more benefit being reaped the fresher the data being presented is.
@charetjc
@charetjc 22 дні тому
Excellent video. The animations are easy to follow along with. Thanks for sharing. I'm curious about the method you used to profile your code to determine the execution time of various sections. I didn't see any particular video in your catalog that seemed to cover this, so perhaps a "How Tantan profiles his Rust code" could be an idea for another video.
@macawls
@macawls 24 дні тому
BLAZINGLY FAST
@lukejagg
@lukejagg 15 днів тому
Woah, love the bit shift and negation. That's a great way to generate the culling indices instead of iterating through every single block.
@eboatwright_
@eboatwright_ 24 дні тому
You love to see it! I've also been optimizing the Rust code of my Chess engine, although this seems exponentially more complicated 😅
@eugenech.2450
@eugenech.2450 10 днів тому
I dont watch your videos (but still subscribed (I want to learn rust&bevy some day)), but every time I see your videos it feels like a new scientific experiment.
@Skeffles
@Skeffles 20 днів тому
Amazing to see the level of performance you can get out of using the binary representation and this has me wondering if I can use any in my own projects. I suspect I will need something similar to create an AI navmesh in the near future. Fantastic video once again TanTan!
@oglothenerd
@oglothenerd 23 дні тому
Yes! He's back! Let's goooo!
@Gnomable
@Gnomable 19 днів тому
This is so cool and such a good explanation.
@blinkblade6962
@blinkblade6962 20 днів тому
Loved the Flight of the Conchords reference
@meanmole3212
@meanmole3212 22 дні тому
That is cool revelation and use of bits.
@Randalandradenunes
@Randalandradenunes 24 дні тому
Let's gooooooooooo...I love this series
@iyxan2340
@iyxan2340 23 дні тому
damn i always had wanted to play around with bitwise manipulations, really cool video
@sentinelav
@sentinelav 19 днів тому
You're using bitwise operations to calculate binary derivatives. That's dope :')
@OctagonalSquare
@OctagonalSquare 20 днів тому
15:04 this was the point I verbally said “this guys psychotic” but in a good way. This is a crazy way to think about this data but it makes so much sense! Good work man!
@sanderbos4243
@sanderbos4243 24 дні тому
Amazing video!
@NoVIcE_Source
@NoVIcE_Source 24 дні тому
wow, this is actually inspiring
@uncertawn
@uncertawn 24 дні тому
this videos singlehandedly makes me wanna try to make a 3D game from scratch
@Xaymar
@Xaymar 21 день тому
Nice technique. Possible considerations for the future: - With SIMD you can implement masking for each block type without having to split them into different array. Though it does mean a hard limit on the block types and chunk size. - I'm pretty sure SIMD could be used to "instantly" (
@danmerillat
@danmerillat 19 днів тому
ARM has a lot of SIMD instructions as well, if you find a common subset that gives you the operations you need and use the compiler's __builtin support you can do it for both platforms without any inline assembly.
@angeldude101
@angeldude101 16 днів тому
Rust has a portable standard SIMD library, but it's considered unstable and requires the nightly compiler to use. In my experience though, it is very pleasant to use as-is, so it could be worth trying, at least behind a feature gate.
@rinoturtle738
@rinoturtle738 24 дні тому
Thak You! That video and research are so usefull! After watching your video, my greedy mesher looks so sloooooow :c
@purplepixeleater
@purplepixeleater 23 дні тому
Thanks from a godot developer (csharp) this is very useful there as well since bitwise operations work very similarly and especially with multimesh instancing! Cheers :)
@DreadKyller
@DreadKyller 22 дні тому
bitwise operators are basically universal, they aren't language specific, you can do them in every language I know of. So very useful and easily transferable skill to know.
@tommycard4569
@tommycard4569 24 дні тому
Brilliant! how does splitting data by block type affect the memory footprint as more types are added tho? Is there an optimal sized chunk to limit the unique block types that can occur within each versus the number of iterations to cover every chunk?
@grillad5
@grillad5 24 дні тому
So nice, a new vid!!!!
@LeBopperoni
@LeBopperoni 23 дні тому
Lmao I wrote an algorithm yesterday for greedy meshing which does a bunch of neighbour checks for each block and then creates a bit mask from that. Definitely stealing the bitshifted comparison optimisation. This must be the most amazingly timed video I've ever seen.
@simonhartley9158
@simonhartley9158 24 дні тому
Really cool. I wonder how this would relate to the optimizations that Vercidium uses to get voxel rendering running at a claimed 12000 fps.
@fuzzy-02
@fuzzy-02 23 дні тому
This is... beautiful
@NabekenProG87
@NabekenProG87 24 дні тому
I wonder if the data layout could be improved as it looked like you use sequences of array indices that are far apart from another. Depending on how large the data is, this could theoretically lead to cache misses as not the entire array is loaded into the cache at the same time. But it's only 0.8% of runtime and the Compiler probably already optimizes this. But if there was a slowdown caused by cache misses, improving the data layout could speed up the code a lot
@AmitBen
@AmitBen 24 дні тому
Amazing work, You can make this dramatically faster using SIMD now that its a bitwise op game
@fanzaii
@fanzaii 24 дні тому
Impressive, very nice!
@sotojared22
@sotojared22 20 днів тому
Thanks to practicing image manipulation in JS, this was surprisingly easy to understand and clicked right away for me. 1D data models and traversal is not simple, so I understand your pain.
@realdlps
@realdlps 24 дні тому
God damn bitwise wizards, I really have to learn how to use that stuff, because in theory I understand it, but I don't know how to use it
@zennii
@zennii 24 дні тому
Coincidentally I just implemented nearly the same thing a week ago, though I support octree blocks so it's a bit more involved, but cool to compare implementations. I made use of xor to detect my faces, never thought of just flipping the neighbor... My meshing ended up about 50% faster somehow after implementing it, even though it feels like more work is being done
@infinitasium
@infinitasium 23 дні тому
The expression he did for his mesher is actually one half of an xor (A xor B = A*(!B) + (!A)*B), and since CPUs have built-in support for all binary operations, your algorithm does the work at once instead of going through it twice by choosing the two paths at once. The only caveat here being two bits are on instead of one, but that difference is irrelevant as they are guaranteed to be next to each other.
@zennii
@zennii 22 дні тому
Interestingly I tried switching my system to just flipping bits instead of xor, I was already flipping the bits for another part so surely it should be free gains. Weirdly, it ended up very slightly slower which is perplexing. I don't think it's worth diving into it enough to find out why or what changes the compiler has here, but thought I'd note what I found...
@arkin0x
@arkin0x 19 днів тому
Funny and fascinating! Thank you!
@UnifiedCode
@UnifiedCode 24 дні тому
Mine is faster I dont use any meshes just face information and send that to the gpu Then with a shader you can procedurally make vertices and triangles
@btarg1
@btarg1 24 дні тому
This voxel engine looks incredibly advanced and would make a brilliant base for games! For future videos I'd love to see you implement a scripting language into an existing Rust project like Lua or Angelscript.
@downey2294
@downey2294 17 днів тому
1:03 missed opportunity for the vsauce intro ost
@DreadKyller
@DreadKyller 22 дні тому
Several people have mentioned looking into SIMD optimization, but a few other ideas: 1) Using a fixed sized allocation instead of a Vec since the size is known. Not sure whether the entire arrays would fit on the stack but if so that may provide several speed improvements over a Vec on the heap. 2) It might be possible to combine both positive and negative edge detection into a single operation by using an XOR, but would require a slightly different method of iterating over them to pass into the greedy meshing. 3) Your structure for axis_cols has the data for each grid separated, a format similar as such: (y1, y2, y3, y4... x1, x2, x3, x4... z1, z2, z3, z4...) this means when setting the values you're writing into separate parts of the vec that might be far enough from each other to cause frequent cache misses. A layout where the three axis all are interwoven beside beside each others might be faster, such as (y1, x1, z1, y2, x2, z2, y3, x3, z3, y4, x4, z4...) 4) It would require a bit of rework but this seems very reasonably practical for a compute shader. 5) Would take a fair amount of work, but rethinking how you store the actual voxel data in general may make it faster to convert. 6) Again it would be a change in direction, but there are approaches people have taken where you can greedy mesh any flat surface, regardless of different types of blocks. The way that achieve this is usually to pack the color data for the chunk into a 3D texture and use it in the material/shader for the chunk mesh, then, rather than each triangle having a color, the fragment shader can use world coordinates to query from the color data as a 3D texture at the position of the face. Allowing a single triangle to have multiple colors on it. This makes the fragment shader slightly more complex, but in most examples of people using this technique it tends to improve performance in both rendering and construction because it can result in a massive reduction of polygons, especially as you add more and more materials.
@user-wr3dz2op1t
@user-wr3dz2op1t 24 дні тому
Отличное видео !!!
@user-dm7sk5wf5w
@user-dm7sk5wf5w 10 днів тому
Very cool. I bet you can double the performance with some tweaks to how you manage memory. I see a lot allocations happening in loops when you could make 1 allocation outside the loop and reuse the variable for each cycle of the loop.
@klevisimeri607
@klevisimeri607 23 дні тому
Amazing!
@TheOneAndOnlySecrest
@TheOneAndOnlySecrest 23 дні тому
Facinating this is nearly idendical to what I did for my voxel engine as well. I think mine is a little bit more complicated as I store my voxels in a (squashed octree) tree structure. I also use bitwise operations heavily and pointer manipulation and I found the same issue as you. Just to generate the bitmap takes more time than the algorithm itself. I wonder how long the FULL generation of the mesh takes not only the meshing part. Fine takes about 10ms in C# including data setup for a 64x64x64 bock chunk (64bit longs are better suited for most modern processors)
@TheOneAndOnlySecrest
@TheOneAndOnlySecrest 23 дні тому
For me it is very facination on how much faster rust is compared to C# I am unfortunatly really bad in rust so I couldn't even try to rewrite my engine in rust.
@devpenguin0
@devpenguin0 18 днів тому
I tried out the mesher in my own project with a different chunk storage scheme. I ran benchmarks on my project and got around 500 µs (microseconds) per chunk. When I ran your benchmark I was getting around 32 µs. Initially I thought it was just inefficiencies in retrieving voxel data since I'm using palette based compression. After some more testing I found that if I use your chunk generation code the benchmark result was around 50 µs. Turns out there's only a few solid voxels in the benchmark chunk which is why it runs much faster. The first chunk I tested/benchmarked had solid voxels in a sphere shape. Still my voxel retrievel from the chunk is significantly slower then simply indexing into a Vec. Mainly because I use bitpacking for the indices.
@scotthooper6460
@scotthooper6460 11 днів тому
You can go farther. In my greedy mesher I store both block and ambient-occlusion lighting in textures, as bytes, using a bin-packing algorithm. One 2kx2k texture has always been enough, but I also added the ability to track which is needed by each chunk in case I needed many. This is particularly useful in city-like terrain where the geometry has a lot of flat faces made up of different types of blocks.
@awwastor
@awwastor 14 днів тому
I can't find it anywhere but I remember an attempt at moving meshing onto the GPU with mesh shaders. On a more similar scale to yours, I believe the mod Nvidium for Minecraft does that too
@candybluebird
@candybluebird 21 день тому
there are some weird similarities with your binary greedy mesher and my implementation of 2048 in the desmos graphing calculator. I love things like that
@danmerillat
@danmerillat 19 днів тому
One final thought, if you use 30x30 chunks you can fit the left/right neighbors into a 32bit int rather than expanding to 64. It'd halve your memory bandwidth requirements at minimum and if you use SIMD it will let you double the number of calculations performed per cycle.
@mme725
@mme725 18 днів тому
16:30 🤯whooooa, kudos on visualizing that! That really clicked well! 👏 Also this is a bit of a loop-unrolling idea, not sure if the unexplained ambient occlusion part defeats it, but instead of iterating over the 6 axis separately could you iterate over just the 3 (X, Y, Z, no reverse) and do the reverse calculations in the same portion handling the same axis? So grouping X and XReverse into the same iteration. Honestly it's a shot in the dark, and it's also not even a major fraction of the computation time anymore even if it did somehow manage to shave any time, but figured I'd contribute something while I'm here 😅
@HanProgramer
@HanProgramer 24 дні тому
Babe wake up another tantan video has dropped
@Hellbending
@Hellbending 18 днів тому
Would it be possible to bitmask the x, y and z coords somewhere? So as you can calculate the face-5ets in one pass, without having to triple loop and storing the bite set for it somewhere external to the loop? Whether it's worth it or not is down to testing performance but is it even possible? Could it be possible to use the remaining space in the byte to store block type data too? (IE: air/dirt/grass etc.) it would grow as you add more block types, but if you're taking up 3, for xyz, perhaps possible to find a way for the remaining 5 to be useful for each parse?
@Siphonife
@Siphonife 24 дні тому
Now write it in SIMD using WIDE bit registers. imagine what you could do with 4x256 bits :P
@DreadKyller
@DreadKyller 22 дні тому
My goodness I don't think the world is prepared for that much power...
@minecraftermad
@minecraftermad 24 дні тому
neat. since you already have the faces separated from each other you can cull based on chunk location vs player location with dot product on the cpu. also i've been wondering for a while why people don't just generate the mesh on the gpu since it's way better at this sort of multithreadable processing. i'm pretty sure the data ammount transferred to gpu could also go down?
@bob450v4
@bob450v4 24 дні тому
Nice 🔥
@SirRelith
@SirRelith 9 днів тому
Is it possible to make write this threaded? each axis having it's own thread? or somehow execute this on a gpu? Thx for the deep dive, I learned a lot!
@foxcirc
@foxcirc 23 дні тому
this is great
@FireStormOOO_
@FireStormOOO_ 23 дні тому
I love when you get examples of these hyper-specific x86 ops in the wild. Everyone's knee-jerk reaction the first time is always "WHO COULD **POSSIBLY** NEED THAT!?" and then there's always something like this algorithm that's ridiculously faster. So is the 64 bit version faster on 64x64x64 chunks?
@Gwilo
@Gwilo 23 дні тому
please would you turn the in-game render distance up as far as you can and show us how fast it runs?!
@olbld
@olbld 22 дні тому
Wow! 🚀✨ This video is not just training, it's inspiration. Inspiration for all of us to keep striving to do better, faster and more efficiently. Inspiration to keep exploring, learning and growing. 🌟🚀 Thank you for this amazing experience! 💖🌐
@olbld
@olbld 22 дні тому
Working with bitwise manipulation in the mesh algorithm was particularly interesting and opened up a new world of optimizations for me! I'm afraid my friends are going to have a tough time listening to the next week just about them! 😁 Really enjoyed the learning process) Hope this helps other developers. Great video!
@mobslicer1529
@mobslicer1529 20 днів тому
when i see "blazingly" i know it's rust already.
@jamesalewis
@jamesalewis 7 днів тому
This is the same algorithm as bitmap edge detection. Shift-not-and-ing is really common in other applications 🤙
@enrique6693
@enrique6693 21 день тому
3:00 as I always say "paint is the most important software for software developers"
@TimDrogin
@TimDrogin 22 дні тому
Epic games had a wonderful talk about nanite, and the part that blowed my mind is: Gpu’s are very slow at rendering extremely small triangles. So what they did? They just wrote a SOFTWARE RASTERIZER, that is faster than the hardware one I think when the size of a triangle is less then 40*40 pixels. The difference is really impactfull, and they showed the code and implementation for everybody to use it!
@unmeinks5907
@unmeinks5907 23 дні тому
how do you count the bits in the binary data? do you just use a bitscanforward / reverse?
@CielMC
@CielMC 3 дні тому
Blazingly fast 🔥🚀
Better Mountain Generators That Aren't Perlin Noise or Erosion
18:09
Josh's Channel
Переглядів 234 тис.
ChatGPT makes Voxel Engine with Rust
12:20
Tantan
Переглядів 88 тис.
ПЕЙ МОЛОКО КАК ФОКУСНИК
00:37
Masomka
Переглядів 2 млн
ZoneAlarm Nextgen vs Emisisoft Anti-Malware Home
22:31
JITech Solutions
Переглядів 10
Optimizing my Game so it Runs on a Potato
19:02
Blargis
Переглядів 259 тис.
I Rewrote This Entire Main File // Code Review
16:08
The Cherno
Переглядів 85 тис.
OpenGL (2024) for the Absolute Beginner #1... Why Bother?
9:45
Code Imposter
Переглядів 2,2 тис.
Why Doesn’t Everyone Use This Animation???
23:59
Theo - t3․gg
Переглядів 82 тис.
rust macros are magic
14:02
Tantan
Переглядів 43 тис.
A Game Engine Built For Optimisation
5:16
Vercidium
Переглядів 149 тис.
Coding Adventure: Rendering Text
1:10:54
Sebastian Lague
Переглядів 520 тис.
Greedy Meshing Voxels Fast - Optimism in Design Handmade Seattle 2022
34:05
When Optimisations Work, But for the Wrong Reasons
22:19
SimonDev
Переглядів 763 тис.
СЛОМАЛСЯ ПК ЗА 2000$🤬
0:59
Корнеич
Переглядів 2,1 млн
Распаковал Xiaomi SU7
0:59
Wylsacom
Переглядів 2,7 млн