SakeTami
vercidium

vercidium

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vercidium posts

Raytraced Audio - No More Voxels

Since I posted my Raytraced Audio video back in April, nearly everything has changed:

  • no more voxel...

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Website Launch - Raytraced Audio

The new raytraced audio website is now live at https://vercidium.com/audio

This website showcases each of the plugin's feat...

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August Update

Hi all, I'm working on a lot of different things and thought I'd give an update.

Also, welcome to all the new Patrons! We've had an influx over the past couple weeks as we've had a spike in Y...

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Real-Time Voxelisation

Since audio raytracing is performed against voxels, I need a way to convert the 3D terrain, meshes and shapes in your games to voxels.

I had this working for my Raytraced Audio video:

<...

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Vercidium Engine - Documentation

I've started writing documentation for the engine and it's publicly available at https://publish.obsidian.md/ve. It's a work i...

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Raytraced Audio Demo v1.2

The next version of the Raytraced Audio Demo is now available! If you've already signed up at https://vercidium.com/audio, you s...

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Raytraced Audio Update - Materials, Reverb, Room Centers, Bots, Optimisations

Hi all, I've been working on some exciting features and improvements for the next Raytraced Audio demo. Here's a recap of what I've done.

Reverb and Materials

I've been researching ho...

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Raytraced Audio - Form Results

1468 people have filled out the https://vercidium.com/audio form so far - I'm blown away! I aim to use this data to improve the R...

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Raytraced Audio - Interactive Demo

The first version of the Ra...

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Raytraced Audio Update - New Features and New Approaches

Patreon limits videos to 8 Mbps. The View Post

Patreon Pricing Update and New Perks

Note that this pricing change affects new Patrons only

A year has passed since I shared the engine's source code here on Patreon, and the engine has received a lot of...

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Raytraced Audio - Expression of Interest Form

Hi all, I've created an expression of interest form for my Raytraced Audio system. This will help me u...

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Raytraced Audio

UPDATE: you can now register your interest in Raytraced Audio here.

My latest YouTube vide...

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Raytraced Audio (Audio)

I’ve just recorded the final version of the script, which is my favourite part (to get out of the way) of making videos. I think by now I can say the entire script off by heart!

Thank you t...

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4K, Raytracing, Pricing, Terrain, Shadows, Voxels, Skyboxes

Hi all, here's an update on what I've been working on recently.

2025-03-18 11:06:43 +0000 UTC View Post

Raytraced Audio - Draft V2 [8:40]

Thank you to everyone (Patrons, friends, family) who provided feedback on the the first draft. Here's the second draft, which addresses the feedback listed below.

I would love to hear...

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Raytraced Audio - Draft V1 [10:09] - Harsh Feedback Wanted

Hey everyone, I would love to get your feedback on the first draft of my Raytraced Audio video.

Because my script is constantly changing and the timing of the animations must match my voice, ...

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Raytraced Audio - Weekly Update

EDIT: the first draft is available here! Go check it out

Animations for the first 9 minutes are done! Only one ...

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Raytraced Audio - Teaser Trailer

EDIT: the first draft is available here! Go check it out

The animations for the video are complete. The next st...

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Raytraced Audio - Teaser

EDIT: the first draft is available here! Go check it out

I can only attach 1 video to this post, bu...

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Demos, New Features and a Drawing Tablet

The VE repository now has a new structure that better separates the core engine from the demos, games and devlog animations.

Instructions for accessing the repository are 2025-01-13 09:47:06 +0000 UTC View Post

2025 and Beyond

Every year I look back at the things I've done, and it's never enough. There's so much more to learn and accomplish.

Let's look at some stats for 2024.

Youtube

After 2.9 million...

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Forward vs Deferred Rendering

Hi-res video and screenshot...

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Vercidium Engine 1.0

Full-res images and bonus v...

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Lag Compensation and Packet Delay Detection

The purpose of networking is to connect players together, then make them forget they live on opposite sides of the world.

I live in Australia, and the majority of Sector's Edge players lived ...

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Modern Dithering with OpenGL

I revisited the low poly forest renderer and noticed there was terrible colour banding at night time:

<...

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Floating Voxel Removal - Demo + Code

The code for my previous post about Floating Voxel Checks is now available on the paid VE GitHu...

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Multi-threaded Multi-buffered UI Rendering

When people think of optimisation they usually think about fast 3D rendering, quick loading screens, powerful physics engines and small download sizes.

But one day I was profiling Sector's Ed...

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Mid Year Update

I'm back after a break and want to share my goals for the YouTube channel, this Patreon page, free/paid source code, and the engine.

My ultimate goal is to make games and work on the engine f...

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Voxel Tech: Floating Voxel Algorithms

The core feature in Sector's Edge is its destruction. When a building is no longer connected to the ground, it should come crashing down.

Buildings could be composed of hundreds of thousands ...

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