Conference Guide

Optimism in Design - Q&A
?
?

Keyboard Navigation

Global Keys

[, < / ], > Jump to previous / next episode
W, K, P / S, J, N Jump to previous / next marker
t / T Toggle theatre / SUPERtheatre mode
V Revert filter to original state Y Select link (requires manual Ctrl-c)

Menu toggling

q Quotes r References f Filter y Link c Credits

In-Menu Movement

a
w
s
d
h j k l


Quotes and References Menus

Enter Jump to timecode

Quotes, References and Credits Menus

o Open URL (in new tab)

Filter Menu

x, Space Toggle category and focus next
X, ShiftSpace Toggle category and focus previous
v Invert topics / media as per focus

Filter and Link Menus

z Toggle filter / linking mode

Credits Menu

Enter Open URL (in new tab)
0:02ginger_bill How are translucent blocks handled (e.g. water)? (originally asked by andrewk)
🗪
0:02ginger_bill How are translucent blocks handled (e.g. water)? (originally asked by andrewk)
🗪
0:02ginger_bill How are translucent blocks handled (e.g. water)? (originally asked by andrewk)
🗪
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?
🗪
0:47kaz_sadeghi Can you talk about the Global Lattice and how it knows what triangles to render with respect to air?
🗪
0:47kaz_sadeghi Can you talk about the Global Lattice and how it knows what triangles to render with respect to air?
🗪
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?
🗪
1:19professorsil Is there any way to keep antialiasing on the edges of voxels using this approach?
🗪
1:19professorsil Is there any way to keep antialiasing on the edges of voxels using this approach?
🗪
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?
🗪
1:45Isn't the discard call in your shader really slow?
🗪
1:45Isn't the discard call in your shader really slow?
🗪
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?
🗪
2:34So requesting then moves from meshing to early discard?
🗪
2:34So requesting then moves from meshing to early discard?
🗪
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?
🗪
2:49So you end up meshing away the air again?
🗪
2:49So you end up meshing away the air again?
🗪
2:59DM: Statically considering meshes
2:59DM: Statically considering meshes
2:59DM: Statically considering meshes
3:13Have you thought about shadows yet?
🗪
3:13Have you thought about shadows yet?
🗪
3:13Have you thought about shadows yet?
🗪
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?
🗪
3:25alexkirchhoff Does the Global Lattice result in GPU performance issues due to overdraw?
🗪
3:25alexkirchhoff Does the Global Lattice result in GPU performance issues due to overdraw?
🗪
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?
🗪
3:44swolpert This is great for rendering, but what about if you want to use your voxels for physics interactions?
🗪
3:44swolpert This is great for rendering, but what about if you want to use your voxels for physics interactions?
🗪
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?
🗪
4:16akbyrd Aren't we forced back into meshing for physics?
🗪
4:16akbyrd Aren't we forced back into meshing for physics?
🗪
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?
🗪
5:06voran How would you render non-voxel things properly, e.g. entities?
🗪
5:06voran How would you render non-voxel things properly, e.g. entities?
🗪
5:17DM: Rendering entities
5:17DM: Rendering entities
5:17DM: Rendering entities
5:38rsms How does GPU instancing compare to your approach?
🗪
5:38rsms How does GPU instancing compare to your approach?
🗪
5:38rsms How does GPU instancing compare to your approach?
🗪
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?
🗪
6:10daniel Where can we see a demo?
🗪
6:10daniel Where can we see a demo?
🗪
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?
🗪
6:41kaz_sadeghi Isn't the hard part the generation of the world over chunk boundaries?
🗪
6:41kaz_sadeghi Isn't the hard part the generation of the world over chunk boundaries?
🗪
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?
🗪
7:25Have you considered any optimisations for things far away in the world where you don't need that visual fidelity?
🗪
7:25Have you considered any optimisations for things far away in the world where you don't need that visual fidelity?
🗪
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?
🗪
8:05What does it look like to render a chunk on the GPU?
🗪
8:05What does it look like to render a chunk on the GPU?
🗪
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?
🗪
9:06bvisness Does the lattice have one face per chunk, or one face per voxel?
🗪
9:06bvisness Does the lattice have one face per chunk, or one face per voxel?
🗪
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?
🗪
9:44swolpert How do you still have physical interactions with this world outside of voxels?
🗪
9:44swolpert How do you still have physical interactions with this world outside of voxels?
🗪
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?
🗪
10:35Did you do Y-up or Z-up?
🗪
10:35Did you do Y-up or Z-up?
🗪
10:43DM: Y is up
10:43DM: Y is up
10:43DM: Y is up
11:02Could you expand on the frustum rotation?
🗪
11:02Could you expand on the frustum rotation?
🗪
11:02Could you expand on the frustum rotation?
🗪
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?
🗪
12:20So if they're looking to the bottom-left, why do you want to render to the top-right?
🗪
12:20So if they're looking to the bottom-left, why do you want to render to the top-right?
🗪
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?
🗪
12:47How would you render a hybrid situation involving slabs and slopes?
🗪
12:47How would you render a hybrid situation involving slabs and slopes?
🗪
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?
🗪
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?
🗪
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?
🗪
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?
🗪
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?
🗪
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?
🗪
14:45DM: Floating Point Precision
14:45DM: Floating Point Precision
14:45DM: Floating Point Precision
15:05Global Lattice Voxel Tech4
🎬
15:05Global Lattice Voxel Tech4
🎬
15:05Global Lattice Voxel Tech4
🎬