Conference Guide

Optimism in Design - Q&A
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0:02ginger_bill How are translucent blocks handled (e.g. water)? (originally asked by andrewk)
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0:02ginger_bill How are translucent blocks handled (e.g. water)? (originally asked by andrewk)
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0:02ginger_bill How are translucent blocks handled (e.g. water)? (originally asked by andrewk)
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0:15Davis Morley: Global Lattice translucency solution
0:15Davis Morley: Global Lattice translucency solution
0:15Davis Morley: Global Lattice translucency solution
0:47kaz_sadeghi Can you talk about the Global Lattice and how it knows what triangles to render with respect to air?
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0:47kaz_sadeghi Can you talk about the Global Lattice and how it knows what triangles to render with respect to air?
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0:47kaz_sadeghi Can you talk about the Global Lattice and how it knows what triangles to render with respect to air?
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0:58DM: Discarding air triangles
0:58DM: Discarding air triangles
0:58DM: Discarding air triangles
1:19professorsil Is there any way to keep antialiasing on the edges of voxels using this approach?
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1:19professorsil Is there any way to keep antialiasing on the edges of voxels using this approach?
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1:19professorsil Is there any way to keep antialiasing on the edges of voxels using this approach?
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1:34DM: Using a G-buffer for antialiasing
1:34DM: Using a G-buffer for antialiasing
1:34DM: Using a G-buffer for antialiasing
1:45Isn't the discard call in your shader really slow?
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1:45Isn't the discard call in your shader really slow?
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1:45Isn't the discard call in your shader really slow?
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1:48DM: Breaking up the lattice to reduce draw / discard calls
1:48DM: Breaking up the lattice to reduce draw / discard calls
1:48DM: Breaking up the lattice to reduce draw / discard calls
2:34So requesting then moves from meshing to early discard?
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2:34So requesting then moves from meshing to early discard?
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2:34So requesting then moves from meshing to early discard?
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2:39DM: Yes, but it's simpler
2:39DM: Yes, but it's simpler
2:39DM: Yes, but it's simpler
2:49So you end up meshing away the air again?
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2:49So you end up meshing away the air again?
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2:49So you end up meshing away the air again?
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2:59DM: Statically considering meshes
2:59DM: Statically considering meshes
2:59DM: Statically considering meshes
3:13Have you thought about shadows yet?
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3:13Have you thought about shadows yet?
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3:13Have you thought about shadows yet?
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3:17DM: Hoping the G-buffer may help with shadows
3:17DM: Hoping the G-buffer may help with shadows
3:17DM: Hoping the G-buffer may help with shadows
3:25alexkirchhoff Does the Global Lattice result in GPU performance issues due to overdraw?
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3:25alexkirchhoff Does the Global Lattice result in GPU performance issues due to overdraw?
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3:25alexkirchhoff Does the Global Lattice result in GPU performance issues due to overdraw?
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3:35DM: Global Lattice performance implications
3:35DM: Global Lattice performance implications
3:35DM: Global Lattice performance implications
3:44swolpert This is great for rendering, but what about if you want to use your voxels for physics interactions?
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3:44swolpert This is great for rendering, but what about if you want to use your voxels for physics interactions?
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3:44swolpert This is great for rendering, but what about if you want to use your voxels for physics interactions?
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3:52DM: Good for bigger bloxel cellular automata
3:52DM: Good for bigger bloxel cellular automata
3:52DM: Good for bigger bloxel cellular automata
4:16akbyrd Aren't we forced back into meshing for physics?
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4:16akbyrd Aren't we forced back into meshing for physics?
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4:16akbyrd Aren't we forced back into meshing for physics?
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4:21DM: I don't think so
4:21DM: I don't think so
4:21DM: I don't think so
4:24Abner Coimbre: You can ask the question again, if needed
4:24Abner Coimbre: You can ask the question again, if needed
4:24Abner Coimbre: You can ask the question again, if needed
4:28DM: We're using uniform cubes as our voxels, you'd use dual marching cubes for smooth faces
4:28DM: We're using uniform cubes as our voxels, you'd use dual marching cubes for smooth faces
4:28DM: We're using uniform cubes as our voxels, you'd use dual marching cubes for smooth faces
4:43AC: Managing the hybrid nature of our conference
4:43AC: Managing the hybrid nature of our conference
4:43AC: Managing the hybrid nature of our conference
5:06voran How would you render non-voxel things properly, e.g. entities?
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5:06voran How would you render non-voxel things properly, e.g. entities?
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5:06voran How would you render non-voxel things properly, e.g. entities?
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5:17DM: Rendering entities
5:17DM: Rendering entities
5:17DM: Rendering entities
5:38rsms How does GPU instancing compare to your approach?
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5:38rsms How does GPU instancing compare to your approach?
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5:38rsms How does GPU instancing compare to your approach?
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5:43DM: Effectively achieving instancing with a static mesh
5:43DM: Effectively achieving instancing with a static mesh
5:43DM: Effectively achieving instancing with a static mesh
6:10daniel Where can we see a demo?
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6:10daniel Where can we see a demo?
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6:10daniel Where can we see a demo?
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6:14DM: Roblox FPS montage1 and Global Lattice Voxel demo2 on the YouTube channel3
6:14DM: Roblox FPS montage1 and Global Lattice Voxel demo2 on the YouTube channel3
6:14DM: Roblox FPS montage1 and Global Lattice Voxel demo2 on the YouTube channel3
6:41kaz_sadeghi Isn't the hard part the generation of the world over chunk boundaries?
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6:41kaz_sadeghi Isn't the hard part the generation of the world over chunk boundaries?
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6:41kaz_sadeghi Isn't the hard part the generation of the world over chunk boundaries?
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6:50DM: Noise generation
6:50DM: Noise generation
6:50DM: Noise generation
7:03AC: Hybrid management, repeating audience questions over the microphone
7:03AC: Hybrid management, repeating audience questions over the microphone
7:03AC: Hybrid management, repeating audience questions over the microphone
7:25Have you considered any optimisations for things far away in the world where you don't need that visual fidelity?
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7:25Have you considered any optimisations for things far away in the world where you don't need that visual fidelity?
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7:25Have you considered any optimisations for things far away in the world where you don't need that visual fidelity?
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7:41DM: LOD Lattice
7:41DM: LOD Lattice
7:41DM: LOD Lattice
8:05What does it look like to render a chunk on the GPU?
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8:05What does it look like to render a chunk on the GPU?
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8:05What does it look like to render a chunk on the GPU?
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8:22DM: Rendering a chunk on the GPU
8:22DM: Rendering a chunk on the GPU
8:22DM: Rendering a chunk on the GPU
9:06bvisness Does the lattice have one face per chunk, or one face per voxel?
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9:06bvisness Does the lattice have one face per chunk, or one face per voxel?
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9:06bvisness Does the lattice have one face per chunk, or one face per voxel?
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9:14DM: One face for a slice of the world
9:14DM: One face for a slice of the world
9:14DM: One face for a slice of the world
9:44swolpert How do you still have physical interactions with this world outside of voxels?
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9:44swolpert How do you still have physical interactions with this world outside of voxels?
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9:44swolpert How do you still have physical interactions with this world outside of voxels?
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10:03DM: Extracting interaction positions from voxels
10:03DM: Extracting interaction positions from voxels
10:03DM: Extracting interaction positions from voxels
10:35Did you do Y-up or Z-up?
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10:35Did you do Y-up or Z-up?
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10:35Did you do Y-up or Z-up?
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10:43DM: Y is up
10:43DM: Y is up
10:43DM: Y is up
11:02Could you expand on the frustum rotation?
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11:02Could you expand on the frustum rotation?
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11:02Could you expand on the frustum rotation?
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11:13DM: Frustum Rotation
11:13DM: Frustum Rotation
11:13DM: Frustum Rotation
12:20So if they're looking to the bottom-left, why do you want to render to the top-right?
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12:20So if they're looking to the bottom-left, why do you want to render to the top-right?
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12:20So if they're looking to the bottom-left, why do you want to render to the top-right?
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12:27DM: You'd only see this smaller area of the world
12:27DM: You'd only see this smaller area of the world
12:27DM: You'd only see this smaller area of the world
12:47How would you render a hybrid situation involving slabs and slopes?
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12:47How would you render a hybrid situation involving slabs and slopes?
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12:47How would you render a hybrid situation involving slabs and slopes?
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13:04DM: Rendering slabs and slopes
13:04DM: Rendering slabs and slopes
13:04DM: Rendering slabs and slopes
13:34hamled Does the global lattice represent the effective draw distance, and you could support larger worlds but still draw a maximum of 8k × 8k × 255 portion in any frame?
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13:34hamled Does the global lattice represent the effective draw distance, and you could support larger worlds but still draw a maximum of 8k × 8k × 255 portion in any frame?
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13:34hamled Does the global lattice represent the effective draw distance, and you could support larger worlds but still draw a maximum of 8k × 8k × 255 portion in any frame?
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13:52DM: Instancing memory to handle larger worlds
13:52DM: Instancing memory to handle larger worlds
13:52DM: Instancing memory to handle larger worlds
14:27kaz_sadeghi Do those faces only work for finite worlds? You would need to make sub-worlds to not have floating point failure, right?
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14:27kaz_sadeghi Do those faces only work for finite worlds? You would need to make sub-worlds to not have floating point failure, right?
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14:27kaz_sadeghi Do those faces only work for finite worlds? You would need to make sub-worlds to not have floating point failure, right?
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14:45DM: Floating Point Precision
14:45DM: Floating Point Precision
14:45DM: Floating Point Precision
15:05Global Lattice Voxel Tech4
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15:05Global Lattice Voxel Tech4
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15:05Global Lattice Voxel Tech4
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