▲ 39 r/voxels+2 crossposts

Update on my voxel gamemode | Create your own creatures, blocks, and items

About a month ago I started with just the creature creation system which was inspired by spore and lets you dynamically configure creatures but also sculpt them. I posted some footage showing an earlier version of it: https://www.reddit.com/r/sandbox/comments/1u3m3tp/some_test_footage_for_a_voxel_creature_system_ive/

The prior post shows more detail on how you can customize the creatures but since then I added an upright body type as well.

Once I had the creatures working I wanted to give them a world to inhabit so I added a basic procedurally generated voxel terrain and a main menu with save files for worlds. A lot of optimization needed to be done here and I obviously based quite a bit of the efficient world saving on Minecraft since they have that figured out, but I had to veer off quite a bit since this is designed to be more fluid rather than everything being premade. In the end it's roughly the same efficiency as Minecraft and worlds shouldn't grow too large even after a lot of editing or adding of custom blocks, creatures, or items.

I made a system based on my code for creature editing that instead allows you to create a custom block which you can sculpt and color to make any blocks or shapes you want. All of your saved blocks, creatures, and items are saved locally so you can access them on any world or server.

The item edit station is working and I used it to make the pickaxe and other icons in the game just like I used the block edit station to help make blocks for the world; however, I don't currently have a system for players to spawn in their custom items yet. I'm trying to work out how to best handle it like I have with custom blocks where you have a sensible mechanism to get them. For custom blocks you take clay to the clay station you can form it into blocks that look like any of your custom made blocks and you can then place them down in the world like any other block. This also limits spam of new block types into the world since they do need to be stored on the server even though their size is very small in the condensed binary form.

I'm terrible at art (as you can probably tell), but I'm trying to solidify the foundation so more artistic people can do more with it. The idea is that people who enjoy building in creative mode would be able to fully customize everything where if a block or creature doesn't exist for their build, they can simply create it in game without me needing to manually add everything. (I want to add vehicles later so you can make custom cars, boats, planes, zeppelins, etc... eventually too).

I'm really focused on getting the actual foundation working well but I would love some feedback from people on what they think and what suggestions they have. Especially if it helps me steer away from being a Minecraft clone since I don't want to just build Minecraft and it looks way too similar now after adding the procedural generation. I'm having a lot of fun just working in the engine and getting things to work but I'm still lost on what the core loop of the game should be. The world types are setup where I can create completely different gamemodes and maps with it so I can keep a more traditional adventure Minecraft style mode but prioritize a better option for the main mode(s).

u/Sixhaunt — 4 days ago
▲ 47 r/VoxelGameDev+1 crossposts

Some test footage for a voxel creature system I've been working on

It's a modular system where you fill in sockets of different kinds then each limb can be independently edited voxel by voxel and paint face by face. This current torso only supports 2-4 pairs of legs so it can do quadrupeds, insects, arachnids, but I will have to add another torso later for upright creatures like a human, T-Rex, squidward, birds, etc... which would also need their own arm type sockets but can reuse the current head and leg ones.

Current animations it has working are: walking, running, falling, landing, attack, use, got hit, sleep, wake up, and death

I'm not entirely sure where I will take this next. Maybe the ability to move the sockets around or make some new torsos for upright characters, hopping characters like frogs or rabbits, etc... Or perhaps a breeding system that can Frankenstein creatures together into new ones. I'm not really sure and I would love suggestions on what game to actually make using this.

Edit: Sorry for the awful looking animals, I'm not much of a voxel artist. I just made a handful to show off the versatility of the system.

u/Sixhaunt — 24 days ago

Does anyone have much experience with LoKRs (LoRA alternative)?

I noticed last week that in AI Toolkit you could switch from LoRA to LoKR and it seems like I'm consistently getting better results and training seems to be getting to the result faster. I tried lora extraction techniques but using LoKR instead and they didn't turn out very well unfortunately, but training them normally seems to work great and they load with the normal lora loaders. I'm just curious if theres a reason people stick with LoRAs instead? I have only tried LoKR with LTX 2.3 character loras and for Ace Step 1.5, but in both cases its been working far better than a LoRA (for ace step LoRAs often overbaked into replicating the songs but the LoKR really seems to have gotten the style of them instead).

Do they not play as well with loras or are there cases you guys have found where the LoKR is worse or why is it so uncommon to see them around even though you just need to flip a setting to train it instead.

reddit.com
u/Sixhaunt — 1 month ago

ComfyUI Anima Enhancer still works well on the final release

I made the extension during preview 1 and 2 of Anima and it worked great for enhancing the coherence of details in a scene without altering the overall scene much but it seems to be working great with the new full release version too, although lowering the denoise_end_pct helps with the final version (0.6 seems good).

The images should come out nearly the same but with details consistently better. For example in image 1 you can see things like the headphone cord, rooftop, etc...). It's mostly just fixing linework and coherency of things in the scene without any real difference in runtime or image composition. Often you wont notice the improvement unless you zoom in or focus on stuff like the tips of hair and objects that looked more garbled or malformed without it.

The last image shows the new settings I would suggest for the Anima_baseV10 model recently released. You should be able to find it in comfyUI's native extension manager. Here is the direct ComfyUI registry link which also leads to the github page

The images here are all the same seed I just tried with the default comfyUI prompt, the example prompt from their huggingface, and the prompt from the first image on their civit page so that I wasn't cherrypicking my own

u/Sixhaunt — 2 months ago

I made some Slider Loras for Ace-Step 1.5 if anyone is interested

https://huggingface.co/Xanthius/Ace-Step-1.5-XL-Concept-Sliders/tree/main

Unfortunately AI Toolkit doesn't have native support for Slider Loras for Ace-step 1.5 but I was able to edit the code enough to get it working properly and now I can train concept sliders in about 10 mins to an hour each and without needing specific datasets for the concepts. Since nobody else has a working way to get sliders trained up themselves, I decided to put together a collection of them for people to use if they want to.

My first sliders on there are:

- male to female voice

- studio production to lofi

- Bass boost

- Choir to solo vocalist

- digital to acoustic sound

- Aggressive to gentle

- drum intensity

- energetic to calm

- happiness

- soft to projected voice

- talking to singing

- tempo

- danceability

But I intend to add some more if people have ideas for them

u/Sixhaunt — 2 months ago