2015-04-01 13:47:36 +01:00
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# An interview with STB about stb_voxel_render.h
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**Q:**
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I suppose you really like Minecraft?
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**A:**
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Not really. I mean, I do own it and play it some, and
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I do watch YouTube videos of other people playing it
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once in a while, but I'm not saying it's that great.
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But I do love voxels. I've been playing with voxel rendering
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since the mid-late 90's when we were still doing software
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rendering and thinking maybe polygons weren't the answer.
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Once GPUs came along that kind of died off, at least until
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Minecraft brought it back to attention.
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**Q:**
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Do you expect people will make a lot of Minecraft clones
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with this?
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**A:**
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I hope not!
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For one thing, it's a terrible idea for the
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developer. Remember before Minecraft was on the Xbox 360,
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there were a ton of "indie" clones (some maybe making
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decent money even), but then the real Minecraft came out
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and just crushed them (as far as I know). It's just not
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something you really want to compete with.
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The reason I made this library is because I'd like
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to see more games with Minecraft's *art style*, not
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necessary its *gameplay*.
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I can understand the urge to clone the gameplay. When
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you have a world made of voxels/blocks, there are a
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few things that become incredibly easy to do that would
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otherwise be very hard (at least for an indie) to do in 3D.
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One thing is that procedural generation becomes much easier.
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Another is that destructible environments are easy. Another
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is that you have a world where your average user can build
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stuff that they find satisfactory.
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Minecraft is at a sort of local maximum, a sweet spot, where
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it leverages all of those easy-to-dos. And so I'm sure it's
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hard to look at the space of 'games using voxels' and move
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away from that local maximum, to give up some of that.
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But I think that's what people should do.
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**Q:**
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So what else can people do with stb_voxel_render?
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**A:**
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All of those benefits I mentioned above are still valid even
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if you stay away from the sweet spot. You can make a 3D roguelike
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without player-creation/destruction that uses procedural generation.
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You could make a shooter with pre-designed maps but destructible
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environments.
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And I'm sure there are other possible benefits to using voxels/blocks.
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Hopefully this will make it easier for people to explore the space.
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2015-04-01 14:08:36 +01:00
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The library has a pretty wide range of features to allow
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2015-04-01 13:47:36 +01:00
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people to come up with some distinctive looks. For example,
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2015-04-01 14:08:36 +01:00
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the art style of Continue?9876543210 was one of the inspirations
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for trying to make the multitexturing capabilities flexible.
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I'm terrible at art, so this isn't really something I can
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come up with myself, but I tried to put in flexible
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2015-04-01 13:47:36 +01:00
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technology that could be used multiple ways.
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One thing I did intentionally was try to make it possible to
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make nicer looking ground terrain, using the half-height
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slopes and "weird slopes". There are Minecraft mods with
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drivable cars and they just go up these blocky slopes and,
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like, what? So I wanted you to be able to make smoother
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terrain, either just for the look, or for vehicles etc.
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Also, you can cross-fade between two ground textures for
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that classic bad dirt/grass transition that has shipped
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in plenty of professional games. Of course, you could
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just use a separate non-voxel ground renderer for all of
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this. But this way, you can seamlessly integrate everything
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else with it. E.g. in your authoring tool (or procedural
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generation) you can make smooth ground and then cut a
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sharp-edged hole in it for a building's basement or whatever.
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2015-04-01 14:08:36 +01:00
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Another thing you can do is work at a very different scale.
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In Minecraft, a person is just under 2 blocks tall. In
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Ace of Spades, a person is just under 3 blocks tall. Why
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not 4 or 6? Well, partly because you just need a lot more
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voxels; if a meter is 2 voxels in Mineraft and 4 voxels in
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your game, and you draw the same number of voxels due to
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hardware limits, then your game has half the view distance
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of Minecraft. Since stb_voxel_render is designed to keep
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the meshes small and render efficiently, you can push the
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view distance out further than Minecraft--or use a similar
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view distance and a higher voxel resolution. You could also
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stop making infinite worlds and work at entirely different
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scales; where Minecraft is 1 voxel per meter, you could
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have 20 voxels per meter and make a small arena that's
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50 meters wide and 5 meters tall.
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Back when the voxel game Voxatron was announced, the weekend
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after the trailer came out I wrote my own little GPU-accelerated
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version of the engine and thought that was pretty cool. I've
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been tempted many times to extract that and release it, but
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I don't want to steal Voxatron's thunder so I've avoided
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it. You could use this engine to do the same kind of thing,
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although it won't be as efficient as an engine dedicated to
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that style of thing would be. (For example, if you're building
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the whole mesh from scratch every frame--which you should do
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because you want to enable that worst case--you can skip
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creating voxel faces that face away from the camera, since
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they can never be seen.)
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2015-04-01 13:47:36 +01:00
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**Q:**
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What one thing would you really like to see somebody do?
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**A:**
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Before Unity, 3D has seemed deeply problematic in the indie
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space. Software like GameMaker has tried to support 3D but
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it seems like little of note has been done with it.
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Minecraft has shown that people can build worlds with that
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toolset far more easily than we've ever seen from those
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other tools. Obviously people have done great things with
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Unity, but those people are much closer to professional
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developers; typically they still need real 3D modelling
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and all of that stuff.
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So what I'd really like to see is someone build some kind
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of voxel-game-construction-set. Start with stb_voxel_render,
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maybe expose all the flexibility of stb_voxel_render (so
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2015-04-01 14:08:36 +01:00
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people can do different things). Thrown in lua or something
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else for scripting, make some kind of editor that feels
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at least as good as Minecraft and Infinifactory, and see
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where that gets you.
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2015-04-01 13:47:36 +01:00
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**Q:**
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Why'd you make this library?
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**A:**
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Mainly as a way of releasing this technology I've been working
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on since 2011 and seemed unlikely to ever ship myself. In 2011
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I was playing the voxel shooter Ace of Spades. One of the maps
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that we played on was a partial port of Broville (which is the
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first Minecraft map in stb_voxel_render release trailer). I'd
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made a bunch of procedural level generators for the game, and
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I started trying to make a city generator inspired by Broville.
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But I realized it would be a lot of work, and of very little
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value (most of my maps didn't get much play because people
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preferred to play on maps where they could charge straight
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at the enemies and shoot them as fast as possible). So I
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wrote my own voxel engine and started working on a procedural
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city game. But I got bogged down after I finally got the road
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generator working and never got anywhere with building
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generation or gameplay.
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stb_voxel_render is actually a complete rewrite from scratch,
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but it's based a lot on what I learned from that previous work.
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**Q:**
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About the release video... how long did that take to edit?
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**A:**
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About seven or eight hours. I had the first version done in
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2015-04-01 14:08:36 +01:00
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maybe six or seven hours, but then I realized I'd left out
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2015-04-01 13:47:36 +01:00
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one clip, and when I went back to add it I also gussied up
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2015-04-01 14:08:36 +01:00
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a couple other moments in the video. But there was something
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basically identical to it that was done in around six.
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2015-04-01 13:47:36 +01:00
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**Q:**
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Ok, that's it. Thanks, me.
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**A:**
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Thanks *me!*
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