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? The textures as mentioned above need to be in the Resourcepack before hand, so that the JSON model can recognize which texture path to use.-Different shaders for particular blocks types? Then give it a name, and export as a json model into your resourcepack. Make sure to edit the model, and set it to an ITEM. Repeat this process until you have given all your elements a texture. Select the texture you want to use for each of the options, then click "Ok" Hover "Textures" then select "Customize Textures" Now you want to select portions of the Model using Shift-Left_Click Drag, in the side view.Īfter selecting a set of pixels Right_Click on one of the elements highlighted. (I'll update this post to include a zip of textures for use.) Hopefully you already have some textures if not, go ahead and create some. 16 - 32 - 64 - 128 I make higher detailed items so I use 128Īfter loading the item in, you want to click "Edit" then select "Optimize Faces" - Allow it to finish. Now you want to specify the amount of detail, it will pop up a slider asking you for the bit depth. Grab the OBJ model from the export folder and drop it into Cubik. Not all details will be moved over exactly as you want them!Īfter you get your model in all its glory, you want to export to an OBJ format. Let's get started! So load up MagicaVoxel, and were going to create an item!ĭesign your item in the 126x126x126 Voxel Environment, go ahead and add in your little details. MagicaVoxel by (Look up on how to use this, it will not be explained here.)Ĭubik by BDCraft (Look up on how to use this, it will not be explained here.)
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