How do games like Space Engineers/Scrap Mechanic make their voxel grids?

How do games like Space Engineers/Scrap Mechanic make their voxel grids?

Space Engineers 2 voxel grid example

Scrap Mechanic voxel grid example

This isn't me asking for a tutorial. I'm rather interested how in the specific case of games like SE/SM voxel grids are handled. (I personally couldn't find any specific devlogs or technical discussions from them, so if any one of you can find anything do tell).

Some info about them, basically they both are sandbox games without a full voxel/cube world, but Space Engineers have full destructible planets and asteroids with smooth terrain, while they use voxel/block building for spaceships/structure. Similar story in Scrap Mechanic except they have basic heightmap terrain. So the voxel grids are individual per structure, irregular and dynamic in size.

I want to find specifically about their material shading system, the system for my game encodes material ID in the RGB channel of a vertex, so I dont have to pass extra data to the GPU. If SE/SM does this aswell, then their greedy meshing algorithms will be less effective due to not being able to combine multiple materials. But I guess if they do it that way its good enough.

If they dont do this however, and do pass additional material/shading data to the GPU per each grid, how do you reckon they do it? Texture uniforms? Buffer Objects?

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u/Corruptlake — 5 days ago
▲ 6 r/diyelectronics+1 crossposts

Open Source 3D printed BLDC motor project

Design in CAD

Completed rotor

I am a Mechanical Engineering student, currently working on an open source BLDC motor project. Its a personal project/not for school.

https://github.com/Caspianlake/LE-ElectricMotors/tree/main/hardware/AR0001

If you read the specs, it might seem weird for a BLDC motor of this size first but this design is an ironless design, there are 2 reasons I chose an ironless design over a regular iron core design:

- Potentially higher efficiency (Simulation says so but of course reality will be different, the question is how different)
- Easier to make for me in my workshop (Sourcing silicon steel, getting it cut etc. is not that hard but its still extra hassle.)

Now of course with it comes drawbacks of thermal management, lower torque density etc. but the motor itself will have active cooling (air) and will be fully printed out of PETG-GF (not CF because carbon fiber is conductive). I dont know if I will be able to reach 1 kW even with air cooling, but we will see.

The goal of this project for me is to:
- Have fun
- Get experience in designing/making electric motors
- Make electric motors tailored to my projects (if all goes well)

Would like to hear your thoughts or any feedback/concerns. (I wont be testing at 5K rpm directly and I wont be near the motor when I do so)

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u/Corruptlake — 1 month ago
▲ 3 r/EngineeringStudents+1 crossposts

When designing a BLDC motor, how much discrepancy between simulated results vs reality there usually is?

I am a Mechanical Engineering major, I've designed a BLDC motor (in Simcenter Motorsolve) that I am in the process of making (waiting for the magnets and the enameled copper wire to arrive). I got pretty good results in terms of efficiency, but I was wondering how accurate would these simulated results be and how much lower reality would be. If any of you have experience in the field I would love to get any info.

Efficiency map of my non magnetic core BLDC motor

The motor is an 18 slot 16 pole, 120mm rotor diameter and 40mm core length ironless motor (the core still has slots but its made out of non magnetic material). I optimized it around 48V 24A at 5500 RPM.

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u/Corruptlake — 1 month ago

Added more materials to my smooth terrain system

I am making an open source sandbox game in Godot, I am going for SDF terrain instead of cubes or microvoxel, and texturing it with a material system. Each base material has an albedo, normal and ORM map. With the current compression level I can fit around 680~ base Materials to 1 GB of VRAM with mipmaps. And then I can color tint for practically infinite variations.

Image 2 shows a rough idea of the terrain shading and shape, but I am switching back to marching cubes from surface nets for now so the shape might look different, I also didnt tune the visuals at all.

I am working on the building system now before I go back to port the terrain system to rust or C++ for performance.

Any feedback/ideas/questions welcome.

u/Corruptlake — 2 months ago

What is the molecule(s) with the most unique elements that isn't biological/living thing related?

This came to mind, cant seem to find a proper answer on it.

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u/Corruptlake — 2 months ago