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Have been working on various thing including a (hand crafted) engine for the past 7 months with the goal of large forests with highpoly vegetation (around 1M instances * 4M tris in this case). Haven't really been motivated to post on X lately, but I will go into more...

49,549 views • 9 days ago •via X (Twitter)

51 Comments

Panos Karabelas's profile picture
Panos Karabelas9 days ago

Beautiful work

Toni Macaroni's profile picture
Toni Macaroni9 days ago

Panos! Love your work on the Spartan engine and BeamNG. You and Janos (Wicked engine) have been an inspiration to me for quite a while.

Panos Karabelas's profile picture
Panos Karabelas9 days ago

♥️

richard:svoboda's profile picture
richard:svoboda9 days ago

For a moment I thought it was real and why the stupid walking sound, then I read the description. The sound engine needs a little bit of work, the rest is brilliant.

Toni Macaroni's profile picture
Toni Macaroni9 days ago

Jup, I haven't really gotten around sound yet (even though it's pretty important). But once I get to the sound engine I'll make sure it feels authentic with the visuals.

Bobbie's profile picture
Bobbie9 days ago

looks absolutely incredible, using tons of custom compute shaders I presume?

Toni Macaroni's profile picture
Toni Macaroni9 days ago

Hey Bobbie! Yes, the majority of the renderer is running on the compute pipeline. Since it's largely gpu driven with a vis buffer approach most of the culling and shading work is on compute. Only raster into vis buffer, output and some other effects run on the graphics pipeline.

Stephan McClure's profile picture
Stephan McClure9 days ago

Outstanding work. And yeah, it's hard to get on X and socialize about your own product sometimes without it feeling like shameless self-patting but you really should continue This is, really and truly, outstanding work.

Toni Macaroni's profile picture
Toni Macaroni9 days ago

Thank you for the kind words! I should really try to give more insights into the projects I'm doing, but I also jump around them a lot lol.

Stephan McClure's profile picture
Stephan McClure9 days ago

Meeeeeeeeeee too hahahaha. I've been doing that for thirteen years now, so I decided about three months ago I was going to focus in and finish my first of three 'mcclure' AAA games hahaha.

ommore's profile picture
ommore8 days ago

Following you since godot foliage demo, incredible work.

Toni Macaroni's profile picture
Toni Macaroni8 days ago

Thank you :) There's more to come.

Cass's profile picture
Cass9 days ago

Very cool, doing something similar with webgl but too many limits with chrome. What are you building it in?

Oliver's Army's profile picture
Oliver's Army9 days ago

throw dlss5 on it

Toni Macaroni's profile picture
Toni Macaroni9 days ago

Doubt my hardware could run it :) The goal is to make it somewhat believable without relying on dlss 5 first. Then people can throw whatever they want on it if they have the frames to spare.

Brian Hughes's profile picture
Brian Hughes9 days ago

Instant follow. Incredible look!

paddy's profile picture
paddy9 days ago

woah this is awesome

Vlad Erium 🇯🇵's profile picture
Vlad Erium 🇯🇵8 days ago

Amazing results! Would be great to see them in high quality on YouTube, if possible.

Toni Macaroni's profile picture
Toni Macaroni8 days ago

I definitely show a bit more on youtube.

Muhammad Eman Aftab's profile picture
Muhammad Eman Aftab9 days ago

a million high poly instances is a wild budget for a hand built engine. is it gpu driven culling with meshlets all the way out, or do the far trees swap to impostors? the near ones holding full detail is what sells it

Toni Macaroni's profile picture
Toni Macaroni8 days ago

No impostors are being used. It's gpu driven with meshlets and small triangles are rendered as voxels (with minimal to no detail loss).

Muhammad Eman Aftab's profile picture
Muhammad Eman Aftab8 days ago

voxels for the tiny triangles is a clever answer, that's exactly where meshlets waste the most work. no impostors at all explains why the far trees don't pop. looking forward to the write up

Caeden117's profile picture
Caeden1178 days ago

Looks very cool :) What's the end goal? Just a learning experience for modern rendering? Hoping to turn it into a fleshed out game?

Toni Macaroni's profile picture
Toni Macaroni8 days ago

Caeden, hi! I'm working on a game, however I've been rewriting and creating renderers on and off for the past 2-3 years. Maybe one day I will focus on the other systems as well so I can actually work on the game :)

Oscar Gutierrez's profile picture
Oscar Gutierrez9 days ago

This is badass!

AllgemeineSystemtheorieEnjoyer's profile picture
AllgemeineSystemtheorieEnjoyer9 days ago

Amazing. KCD-esque

LinAi Dreams's profile picture
LinAi Dreams9 days ago

Amazing job

Unreal Sensei's profile picture
Unreal Sensei9 days ago

Wow this is amazing!

ⓝⓘⓣⓔⓢⓗⓐⓓⓞⓦ's profile picture
ⓝⓘⓣⓔⓢⓗⓐⓓⓞⓦ9 days ago

I would love to walk these forests - if you ever have something to share, LMK!

Oskar Glauser's profile picture
Oskar Glauser9 days ago

Looks really cool. Great work!

Bit Of Gold 💙's profile picture
Bit Of Gold 💙9 days ago

Wow! Gorgeous!

Stagger Digital Motorsports's profile picture
Stagger Digital Motorsports9 days ago

Very nice!

Dominik Susmel's profile picture
Dominik Susmel9 days ago

Oh this is beautiful. We ought to compare notes! What's the performance like and what hardware target?

Toni Macaroni's profile picture
Toni Macaroni9 days ago

Depends heavily on the view. In aerial views it's ~5ms gpu time. Close to foliage it can be heavier. I'm using an rtx 3080 and I never really dip below 90 fps with GI and all the bells and whistles on. A laptop with a 3070 can hold up as well.

Dominik Susmel's profile picture
Dominik Susmel9 days ago

that is fantastic! I'm still learning about realtime cheat.. er, techniques

Pteranodon's profile picture
Pteranodon8 days ago

Hi, may i ask, Is the vegetation and the forest procedurally generated? And also, do GI used RT based or maybe other methods? This is really nice work!

Toni Macaroni's profile picture
Toni Macaroni8 days ago

The forest is procedural. The vegetation is only part procedural, I'm working on a fully procedural tree simulation but I need to work on the trunk geo generation more. GI is a voxel/screenspace hybrid, no RT.

Pulp's profile picture
Pulp9 days ago

Hey Tony, please share more of your work. We all want to get to know it!

Martin's profile picture
Martin9 days ago

wtf? impressive!

Code_LeoJ's profile picture
Code_LeoJ9 days ago

Looks amazing

vynttrix's profile picture
vynttrix9 days ago

get rid of the god awful footstep audio reality does not sound like that when walking in nature

tome's profile picture
tome9 days ago

wonderful, might work well with something I am working on

Phrauz's profile picture
Phrauz9 days ago

Reminds me of the sceneries in KCD2, impressive work bro

Isaac Johnson's profile picture
Isaac Johnson9 days ago

This looks amazing man! Performance looks *chefs kiss*. Some of the terrain reminds me of Satisfactory, so beautiful. I'd encourage you to keep working on it, you can tell so much love and care has gone into it <3

Matt2's profile picture
Matt28 days ago

incredible work

arnau - Amatsuko on steam's profile picture
arnau - Amatsuko on steam8 days ago

looks amazing. why u left godot though? i remeber that was the most impressive envrioment i saw on godot

Toni Macaroni's profile picture
Toni Macaroni8 days ago

Because of the overhead you pay for things that you don't use. I wanted to create an engine that does mainly one thing and does it incredibly well (as well as just understanding what every part does). I still love godot and would recommend it to others.

arnau - Amatsuko on steam's profile picture
arnau - Amatsuko on steam8 days ago

What exactly made you decide on leaving godot? By overhead you mean those things you don't use affect performance? And you can't disable those or modify the engine so they don't bother you? It's for a game or just tech? Just being really curious u don't have to answer all lol

Abaddon's profile picture
Abaddon9 days ago

i lowkey thought this was one of those minecraft videos for a second

Lehi's profile picture
Lehi9 days ago

I love this! Love how you hyper focused on one specific goal and made it great. Totally crushed it

bigbug420's profile picture
bigbug4208 days ago

working on this same problem, extremely dense and large forests. i can get a huge number of trees down, but overdraw costs on close lods is surprisingly massive. is that something you had to solve?

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