![]() ![]() Not sure how it works, but I'm hoping it is as generic as possible, so you could use the same system that generates trees for other types of prefabs of varying sizes, such as houses, castles etc. ![]() The tree generation and templating system also seems really cool. Basically that the code is kept clean and separated, and the noise generators are separated from the voxel renderer itself, so that I could easily switch it own for my own and use it more as a barebone voxel engine and make my own generators. But as you said you're already aware of this.Īlthough I don't know how the code looks at the moment, it would be nice with a simple way to replace the method that decides what block should be located at x,y,z so I could control that by myself through code. Maybe if the chunk generation could be spread out over more frames? Or if it's the noise generation itself that slows it down you could check out FastNoise which supposedly has better performance.Īlso as Player7 said, the RAM usage seems to keep going up a lot when generating new chunks, which is a big concern. My CPU is an i5-2500K so it's not the latest, but I still feel the hiccup is a bit too big, especially when aiming for laptop gaming. The main issue I noticed when running the demo is that the world occasionally freezes for some 100-500 ms, after walking for a while, probably when generating new chunks. I also think you should focus on the voxel engine itself, with improved performance/API:s etc, as I think you'll have a hard time to match dedicated third-party assets for player controllers, AI etc. This looks really good, just tried out the demo! Really cool that you have a dynamic water system in there. You run any discord for purchasers? Roadmap? Future direction targets?Īlso the ram consumption on the demo release was like 8gb just exploring, so that was a bit of a concern with it not releasing memory from areas you aren't even around anymore. well I have worldedit tooling done for another opensource voxelengine project that has been somewhat abandoned and is missing a few things this does have going for it, and like to get back the project again this year. I think the biome, caves, rivers etc are all nice features, and can showcase the engine, like trees, but personally I'd much rather more focus on those above sort of engine areas and tools. Ingame console, Inventory, those sorts of things I'm less interested in personally and think many would want to do those themself, but the voxel engine I'm really looking for something with atleast future support for things mentioned above built in to some level. Smooth lighting, Biome texture crossovers (dunno what its called)? Possible to set the chunk sizes to something that is more optimized for other sorts of games? like 64圆4x1 Possible to have multiple voxel words like on a gameobject level within a scene? 3d geometry support like voxel turf? (hell if you comment on anything regarding voxelturf feature as a roadmap) Ambient Occlusion applied on the block based on surrounding blocks? Different shaders for particular blocks types?
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