Blazingly Fast Greedy Mesher - Voxel Engine Optimizations

Ғылым және технология

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_greedy_mesher_demo
Resources:
Greedy Meshing Voxels Fast - Optimism in Design Handmade Seattle 2022: kzread.info/dash/bejne/ZqynmJimYbLMZKQ.htmlfeature=shared
C++ binary greedy mesher repository: github.com/cgerikj/binary-greedy-meshing
Simplified greedy mesher article: vercidium.com/blog/voxel-world-optimisations/
My discord group:
discord.gg/9P8QSYf
Want to support me?
⁍ Patreon: patreon.com/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

Пікірлер: 310

  • @MrSofazocker
    @MrSofazockerАй бұрын

    You just casually made a spatially mapped datamodel lol

  • @daddy7860

    @daddy7860

    Ай бұрын

    What part of this video was casual lol

  • @notthetruedm

    @notthetruedm

    Ай бұрын

    @@daddy7860 The way he explained it felt like a friend explaining something to me rather than a teacher explaining.

  • @Pockeywn

    @Pockeywn

    Ай бұрын

    yep. just to remake minecraft. this is what people do on the internet.. its awesome.

  • @yaboiminecraff

    @yaboiminecraff

    Ай бұрын

    ​@@notthetruedm the best way to learn

  • @tomtravis858

    @tomtravis858

    12 күн бұрын

    @@Pockeywn voxel games existed before and after minecraft, not every voxel game is a minecraft clone

  • @cosmo9762
    @cosmo9762Ай бұрын

    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

    Ай бұрын

    glad to see people are finally seeing this now! It definitely deserves more attention

  • @nicholasfinch4087

    @nicholasfinch4087

    Ай бұрын

    I was skeptical at first, but after some digging, damn you really are the guy that wrote the mesh algorithm 4 years ago. Nice!

  • @RealCatDev

    @RealCatDev

    9 күн бұрын

    @@nicholasfinch4087 always has been

  • @redfatcatz
    @redfatcatzАй бұрын

    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

    Ай бұрын

    ah, this makes sense

  • @CaptTerrific

    @CaptTerrific

    Ай бұрын

    I'd love to see the speed comparison on that, sounds promising!!

  • @charltonrodda

    @charltonrodda

    Ай бұрын

    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

    Ай бұрын

    @@CaptTerrific Saves a hashmap entry access for every voxel. bets on 4x speed.

  • @TheSliderW

    @TheSliderW

    Ай бұрын

    Same for lighting and ambient occlusion

  • @CSPciccionsstibilepippons
    @CSPciccionsstibilepipponsАй бұрын

    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
    @SiphonifeАй бұрын

    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
    @notthetruedmАй бұрын

    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

    Ай бұрын

    My thought right there was "oh, is this edge detection?" It was a really intuitive explanation

  • @user-ms6cc6ft3k
    @user-ms6cc6ft3kАй бұрын

    You can speed up the data setup part by using stack arrays instead of using "Vec"s

  • @minecraftermad

    @minecraftermad

    Ай бұрын

    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

    Ай бұрын

    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

    Ай бұрын

    ​@@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

    Ай бұрын

    @@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

    Ай бұрын

    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
    @PikkelPАй бұрын

    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.

  • @theStumblinbear
    @theStumblinbearАй бұрын

    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

    Ай бұрын

    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.

  • @Unbreathable
    @UnbreathableАй бұрын

    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!

  • @nanda_gamedev
    @nanda_gamedevАй бұрын

    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!!

  • @FM-kl7oc
    @FM-kl7ocАй бұрын

    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

    25 күн бұрын

    I think it's possible to enable larger memory pages in some compilers.

  • @jeanlouis5619
    @jeanlouis5619Ай бұрын

    Looking at this made me realise that I clearly need to lurn bitwise manipulation

  • @DanKaschel

    @DanKaschel

    Ай бұрын

    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

    Ай бұрын

    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

    21 күн бұрын

    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

    21 күн бұрын

    @@memes_gbc674 assuming you understand endianness and therefore which bit is "first"

  • @memes_gbc674

    @memes_gbc674

    21 күн бұрын

    @@DanKaschel that too

  • @mek101whatif7
    @mek101whatif7Ай бұрын

    Now do it with SIMD

  • @angeldude101

    @angeldude101

    Ай бұрын

    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

    25 күн бұрын

    @@angeldude101 you sure about that? Let me check... FELIIIIIX, WE NEED YOUR SITE AGAIN

  • @14corman46
    @14corman46Ай бұрын

    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.

  • @sturdyfool103
    @sturdyfool103Ай бұрын

    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

  • @Gin2761
    @Gin2761Ай бұрын

    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? 😁

  • @p1tayaa
    @p1tayaaАй бұрын

    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.

  • @HoloTheDrunk
    @HoloTheDrunkАй бұрын

    Thank you Tantan for somehow releasing a video on the exact topic I was worried about for my next project, very cool.

  • @bassguitarbill
    @bassguitarbillАй бұрын

    This is some Big Brain Calculation right here, great video Tantan!

  • @Iridescence
    @IridescenceАй бұрын

    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!

  • @Siphonife
    @SiphonifeАй бұрын

    Now write it in SIMD using WIDE bit registers. imagine what you could do with 4x256 bits :P

  • @DreadKyller

    @DreadKyller

    Ай бұрын

    My goodness I don't think the world is prepared for that much power...

  • @thaddaeusmarkle1665
    @thaddaeusmarkle1665Ай бұрын

    Wow man, mad props. That was some heavy stuff and yiu actually explained it extremely well. Thanks, and keep up the good work!

  • @Teflora
    @TefloraАй бұрын

    You succeeded very well in explaining something complex in a simple manner! Well done!

  • @gregbigwood4532
    @gregbigwood4532Ай бұрын

    phenomenal video explaining this. you are very good at explaning these topics

  • @bosine9431
    @bosine9431Ай бұрын

    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

  • @heryu2630
    @heryu2630Ай бұрын

    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

  • @Cluxiu
    @CluxiuАй бұрын

    I came from Dani's video, and I'm glad I did :) Great video!

  • @konkitoman
    @konkitomanАй бұрын

    Now i understood why this video take a while to be made! This was a really good video!

  • @Kevroa1
    @Kevroa1Ай бұрын

    WOW you did a really phenomenal job at explaining your algorithm

  • @zy-blade
    @zy-bladeАй бұрын

    What a coincidence, I currently need a good voxel algorithm for my project :D Will definitely look into it! thanks

  • @a1r592
    @a1r592Ай бұрын

    You explained this really well! Thanks!

  • @LuciFur-wz8rc
    @LuciFur-wz8rcАй бұрын

    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!

  • @meanmole3212
    @meanmole3212Ай бұрын

    That is cool revelation and use of bits.

  • @katech6020
    @katech6020Ай бұрын

    I would love to see a full bevy tutorial on your channel

  • @mattrommel9521
    @mattrommel9521Ай бұрын

    Why can't the mesher be happy with what it has

  • @lukejagg
    @lukejaggАй бұрын

    Woah, love the bit shift and negation. That's a great way to generate the culling indices instead of iterating through every single block.

  • @diontryban5645
    @diontryban5645Ай бұрын

    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

  • @Gnomable
    @GnomableАй бұрын

    This is so cool and such a good explanation.

  • @eugenech.2450
    @eugenech.245026 күн бұрын

    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.

  • @eboatwright_
    @eboatwright_Ай бұрын

    You love to see it! I've also been optimizing the Rust code of my Chess engine, although this seems exponentially more complicated 😅

  • @beppvis
    @beppvisАй бұрын

    Less go. great video as always sensei

  • @GeorgeTsiros
    @GeorgeTsiros25 күн бұрын

    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* .

  • @DanKaschel
    @DanKaschelАй бұрын

    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

    Ай бұрын

    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

    Ай бұрын

    @@magfal umm. I think I'd do the same if a colleague said they were using bit manipulation in a stored proc

  • @magfal

    @magfal

    Ай бұрын

    @@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

    Ай бұрын

    @@magfal that is true, but it'd have to be pretty niche before performance trumped maintainability

  • @magfal

    @magfal

    Ай бұрын

    @@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.

  • @iyxan2340
    @iyxan2340Ай бұрын

    damn i always had wanted to play around with bitwise manipulations, really cool video

  • @Skeffles
    @SkefflesАй бұрын

    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!

  • @downey2294
    @downey2294Ай бұрын

    1:03 missed opportunity for the vsauce intro ost

  • @sotojared22
    @sotojared22Ай бұрын

    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.

  • @blinkblade6962
    @blinkblade6962Ай бұрын

    Loved the Flight of the Conchords reference

  • @admexir
    @admexirАй бұрын

    I like how you mostly pronounce "Chunk" as "Shunk", always made me smile :D

  • @meetem7374
    @meetem7374Күн бұрын

    Oh! Great catch. Initially in my rendering I've used 64 bitmasks, because my chunks (not rendering chunks) were always 4x4x4 voxels. Tho I haven't implemented a greedy meshing, because I need to support much more than a solid block, so different shapes etc. End up with custom rasterizer.

  • @charetjc
    @charetjcАй бұрын

    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.

  • @OctagonalSquare
    @OctagonalSquareАй бұрын

    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!

  • @uncertawn
    @uncertawnАй бұрын

    this videos singlehandedly makes me wanna try to make a 3D game from scratch

  • @arkin0x
    @arkin0xАй бұрын

    Funny and fascinating! Thank you!

  • @sentinelav
    @sentinelavАй бұрын

    You're using bitwise operations to calculate binary derivatives. That's dope :')

  • @Xaymar
    @XaymarАй бұрын

    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

    Ай бұрын

    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

    Ай бұрын

    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.

  • @enrique6693
    @enrique6693Ай бұрын

    3:00 as I always say "paint is the most important software for software developers"

  • @btarg1
    @btarg1Ай бұрын

    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.

  • @LeBopperoni
    @LeBopperoniАй бұрын

    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.

  • @oglothenerd
    @oglothenerdАй бұрын

    Yes! He's back! Let's goooo!

  • @macawls
    @macawlsАй бұрын

    BLAZINGLY FAST

  • @realdlps
    @realdlpsАй бұрын

    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

  • @AmitBen
    @AmitBenАй бұрын

    Amazing work, You can make this dramatically faster using SIMD now that its a bitwise op game

  • @purplepixeleater
    @purplepixeleaterАй бұрын

    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

    Ай бұрын

    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.

  • @mobslicer1529
    @mobslicer1529Ай бұрын

    when i see "blazingly" i know it's rust already.

  • @DreadKyller
    @DreadKyllerАй бұрын

    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.

  • @TimDrogin
    @TimDroginАй бұрын

    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!

  • @Randalandradenunes
    @RandalandradenunesАй бұрын

    Let's gooooooooooo...I love this series

  • @NoVIcE_Source
    @NoVIcE_SourceАй бұрын

    wow, this is actually inspiring

  • @rinoturtle738
    @rinoturtle738Ай бұрын

    Thak You! That video and research are so usefull! After watching your video, my greedy mesher looks so sloooooow :c

  • @fanzaii
    @fanzaiiАй бұрын

    Impressive, very nice!

  • @sanderbos4243
    @sanderbos4243Ай бұрын

    Amazing video!

  • @scotthooper6460
    @scotthooper646026 күн бұрын

    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.

  • @fuzzy-02
    @fuzzy-02Ай бұрын

    This is... beautiful

  • @danmerillat
    @danmerillatАй бұрын

    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.

  • @tommycard4569
    @tommycard4569Ай бұрын

    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?

  • @zennii
    @zenniiАй бұрын

    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

    Ай бұрын

    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

    Ай бұрын

    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...

  • @NabekenProG87
    @NabekenProG87Ай бұрын

    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

  • @jamesalewis
    @jamesalewis22 күн бұрын

    This is the same algorithm as bitmap edge detection. Shift-not-and-ing is really common in other applications 🤙

  • @nathanfranck5822
    @nathanfranck5822Ай бұрын

    Very very cool - gonna start on fire if you add more than 20 block types tho 😅

  • @user-dm7sk5wf5w
    @user-dm7sk5wf5w26 күн бұрын

    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.

  • @user-wr3dz2op1t
    @user-wr3dz2op1tАй бұрын

    Отличное видео !!!

  • @devpenguin0
    @devpenguin0Ай бұрын

    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.

  • @CottidaeSEA
    @CottidaeSEA25 күн бұрын

    My first idea was to just bitmask. If you have a 1x4 area and want to check the area next to it, it'd be far faster and cheaper to just get the area next to it, use the first one as a bit mask over it and if there are no differences then it's all good and you can proceed. If it isn't, you can check where the differences begin and then you can discard from the conflicting side and then keep going. Okay, seems like that's pretty much exactly what's done.

  • @grillad5
    @grillad5Ай бұрын

    So nice, a new vid!!!!

  • @VegetableJuiceFTW
    @VegetableJuiceFTWАй бұрын

    Fun fact, you can further reduce polygon count by allowing polygons cross (each other in) the same block type or culled space. z-fighting is not an issue as it is the same texture or not visible. I have demo and thesis on this. The following "donut" example requires only a single polygon :D 01110 01x10 01110

  • @DreadKyller

    @DreadKyller

    Ай бұрын

    While Z-fighting isn't an issue, you still then may have to deal with overdraw.

  • @VegetableJuiceFTW

    @VegetableJuiceFTW

    Ай бұрын

    @@DreadKyller yup, it's a tradeoff.

  • @aaatsa27
    @aaatsa27Ай бұрын

    I watched this video and barely understood any of it, but it was a good watch

  • @ToonedMinecraft
    @ToonedMinecraftАй бұрын

    This was so clearly explained! You finally made me understand a usecase for bit-shifting!

  • @UnifiedCode
    @UnifiedCodeАй бұрын

    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

  • @diegoaugusto1561
    @diegoaugusto1561Ай бұрын

    a tip go further decrease the data creation time: You're always creating and releasing memory with those Vec's. You should find a way to allocate memory once and reuse it instead. Also, don't use the stack because it can heavily limit you.

  • @guilhermerafaelzimermann4196
    @guilhermerafaelzimermann41967 сағат бұрын

    If i wasn't suffering from severe autistic burnout *and* had enough focus and time to properly learn all these different optimized voxel engines i've watched people on youtube do, i'd probably already have all the info i need to construct the fastest physically possible voxel renderer with real time editable terrain

  • @TheOneAndOnlySecrest
    @TheOneAndOnlySecrestАй бұрын

    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

    Ай бұрын

    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.

  • @simonhartley9158
    @simonhartley9158Ай бұрын

    Really cool. I wonder how this would relate to the optimizations that Vercidium uses to get voxel rendering running at a claimed 12000 fps.

  • @Hellbending
    @HellbendingАй бұрын

    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?

  • @olbld
    @olbldАй бұрын

    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

    Ай бұрын

    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!

  • @klevisimeri607
    @klevisimeri607Ай бұрын

    Amazing!

  • @superblaubeere27
    @superblaubeere27Ай бұрын

    I think this can be made even faster using SIMD-instructions. Most of these problems are similar to problems in parsing where I know that those instructions can make a big difference. Especially in that data preparation step.

  • @unmeinks5907
    @unmeinks5907Ай бұрын

    how do you count the bits in the binary data? do you just use a bitscanforward / reverse?

  • @mme725
    @mme725Ай бұрын

    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 😅