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Here's the next video I'll be releasing on Sunday.

It's still rough around the edges with some janky animations and transitions, but the core of the video is done!

I'll be spending the next 2 days polishing it and re-recording the voiceover.

I would love to get your feedback on it before I post it. Please let me know:

When do you lose interest and stop watching?

Do the animations support what I'm saying?

Is it clear what the video will be about from the intro?

Is this interesting?

Are you learning anything?

I'm not looking for feedback on:

Quality of the voiceover (did it all in one take, it's lifeless)

Music (there's none yet)

The outro (visuals aren't done yet)

Files

The Cube That Can Optimise Any Game

Comments

Kevin Fischer

Very impressive! Some visuals that stood out to me were: - The vertex order of triangles, and how that is used to cull triangles. This is something I didn't know before. - Highlighting triangles that are impossible to see from a chunk in red. I thought that was real clever, and got me thinking of a technique I could use for a current project. - Showing the reallocation of your bits over time; it was quite satisfying to see room made for the length data! I didn't understand on my first viewing why you could store vertex position data with one less bit, but I rewatched that part and understood how you reduced the range of numbers needed so you could remove one bit.

Alec Lanter

I like it! Very good information, and I wasn't bored. I'd suggest coming up with a more obvious way to show the backface culling decision. When you said, "if the player is in this chunk, they can't see these faces," it took me a couple of moments to figure out how that was true. Otherwise, rock solid!

vercidium

Thank you, that’s great to hear! Is that because of the camera angle? I could show it from a birds eye view instead so it’s clearer

vercidium

Thanks! Yeah the 1 less bit thing is tricky to demonstrate, I think I have an idea for improving that

Alec Lanter

A different angle could help. Or maybe a raycast out from the center of the chunk to visualize the line of sight?