XaiJu
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 voxels - rays now collide against 3D primitives (meshes, spheres, cubes, etc)

  • no more basic reverb blending - reverb is now calculated using echograms, materials and energy-based models

  • basic occlusion and permeation system replaced with energy-based models and air absorptio...

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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 features, with plenty of fancy animations.

C# SDK

2400 developers have signed up to test Raytraced Audio, and 1100 of them work with C#.

These developers will soon receive an email conf...

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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 YouTube views. I hope you all have access to the engine on GitHub, if not please let me know.

TLDR

  • A lot of new code is being merged back to the main branch soon

    • 425 files changed

    • 65,891 lines added

    • 16,424 lines removed

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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:

This worked great, but it was slow. Each frame I was removing all the voxels, then converting each triangle in ...

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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 in progress, I'm working on it every night so check back daily for the latest updates.

My goal is for the engine to be intuitive to use, and provide plenty of examples to go with it. While this engine won't compete with Godot or Unreal, my hope is that it'll help you learn and experiment with O...

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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 should receive an email shortly with the download link and an invite to the Raytraced Audio Discord server.

Below is a recap of the new features.

Reverb

The demo is no longer blending between small, large and outdoor reverb presets as covered in 2025-06-17 12:49:03 +0000 UTC View Post

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 how reverb parameters like diffusion/density/decay/etc are influenced by the materials and shape of the environment around you.

I'm now setting each reverb parameter based on:

  • materials around you

  • length of returning rays

  • standard deviation of the leng...

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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 Raytraced Audio plugin. I'll also set up a new Discord Server for testers soon.

The price of my Patreon will increase from $5.00 AUD to $8.00 AUD on the 1st of May. Join before this date to lock in the cheaper price forever

Game Engines

Unreal is the most ...

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Raytraced Audio - Interactive Demo

The first version of the Raytraced Audio Demo can be downloaded here.

This demo is only available to Patrons at the moment. Testers who signed up via https://vercidium.com/audio will gain access next week.

Download and...

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Raytraced Audio Update - New Features and New Approaches

Patreon limits videos to 8 Mbps. The full resolution video and 65 screenshots are available here

Sector's Edge is now using the latest Raytraced Audio system and it sounds incredible. There was no nice way to do this, I had to delete all the old audio code from Sector's Edge and connect it t...

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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 upgrades since then.

To accommodate all these new features and new perks (see below), the price of the Optimiser tier will increase from $5.00 AUD to $8.00 AUD on the 1st May 2025.

Patrons that join bef...

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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 understand which engines, languages and features you're most interested in.

The form is available here.

Also, I found this early version of the animations in the latest video, from November last year. The video ca...

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Raytraced Audio

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

My latest YouTube video on Raytraced Audio is finally published!

If you've come from YouTube - the GitHub repository will be updated with the latest animations and models soon. I need to sleep first :)

If you've recently joined my Patreon, read the View Post

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 to Lachy, Outer Cloud and PyjamSy for teaching me all things audio: how far away to stand from the mic, the best mic settings, how to reduce echo, equalisation, and much more.

I stuck sound dampening panels on the walls, ripped apart my lounge and grabbed all the pillows I could find. This room...

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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.

High quality assets - including the 4K video above - are available on Dropbox

Raytraced Audio

Draft V3 is nearly complete. The deaf accessibility visualisation has issues with larger environments, so I'm reworking ...

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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 your feedback on this version as well. It's a constant iterative process!

V2 Changelog:

  • The initial segment about spatialised audio has been cut down heaps. This is because the video is about raytracing, but the raytracing segment starts at 2:40, which is too far in. In...

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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, I don't polish the animations until the script is final. This draft has freeze frames, sharp transitions, and poor audio, so I'm not looking for feedback on:

  • transitions / overall video editing

  • audio / voiceover quality (emotion in my voice, background noise, echo)

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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 more section plus the outro are left:

All of my videos start with the script - 2025-03-04 08:14:16 +0000 UTC View Post

Raytraced Audio - Teaser Trailer

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

The animations for the video are complete. The next step is to record the voiceover and sync these animations to it, then share a draft here for feedback.

Full-resolution video i...

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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, but there are 8 more here on Dropbox.

I have a feeling this next video is going to be my best one yet. The au...

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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 available here (paid Patrons only).

The video above shows each demo within the labs project. More images and videos 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 views and 57,400 subscribers gained, I'm 85% of the way to my goal of getting a Silver Play Button (100,000 subscribers). I haven't worked on a video in 8 months - I need to get my act together!

Pa...

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Forward vs Deferred Rendering

Hi-res video and screenshots are available here

Most games use one of two rendering systems:

  • Forward Rendering - objects are rendered at full quality when they are first rendered

  • Deferred Rendering - objects are rendered quickly, then expensive effects are applied later on

<...

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Vercidium Engine 1.0

Full-res images and bonus videos are available here.

Over the past 3 months I have reworked this engine into something that's fun and easy to use. OpenGL can be very tedious and my goal is to help you understand and enjoy using it.

The ultimate test of this engine's production-readiness was if it could power a...

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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 in America and Europe. If I wanted to enjoy playing my own game, it needed to have good networking.

This article covers the main networking issues I faced while making Sector's Edge:

  • Ping calculation + fluctuation

  • Lag compensation

  • Packet delay...

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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:

If you're having trouble seeing it, here's the same image with the contrast increased:

This looks terrible, and ruins the immersion when large bands of colour move across the screen (it looks w...

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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 GitHub repository.

  

The fvc folder contains the code from my original Computer Science Major Project.

The fvc2024 folder contains the code for ...

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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 Edge and found that the user interface took the same amount of time to render as the 3D world. I was shocked - the UI was so simple but so slow!

It turns out that UI is still a form of rendering and requires the same optimisations as 3D rendering. OpenGL makes it easy to apply these optimisation...

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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 full time, but that's a long way off. Right now my goal is to improve my communication and presentation skills, and creating YouTube videos is the ultimate challenge for that. I've published 6 videos now, and what I've learned so far is already being reflected in my work and personal life.

Self...

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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 of voxels, so we need an incredibly quick way of checking if a building is floating or not. I call these Floating Voxel Checks (FVC).

I was still in university when I was working on this back in 2020, so I killed 2 birds with 1 stone and did my computer science major project on FVCs.

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