My first version of Voxelized Fulgarite

I messed around a bit with Blender today resulting in my first version of Voxelized Fulgarite
Just the voxels …
… Nothing provided with textures yet. :smiley:
In any case, please give us the opportunity to make and import prefabs.

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Good work!
Quick question - does it have to be voxelized?

Regards,

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I assume in game building for us players is only going to work with voxels …
But for prefabs to create or fill a world, I have no problem with mesh shapes.
… assuming the game can handle them.
Meshes are easier to model and texturize, yet use more memory space than voxels?

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There is a fine balance between what should be part of the terrain and what not.
If it is part of the terrain, it will trigger a terrain update.
If not, it will use some memory as a standalone object.
I can’t say for sure what’s best in this case - but I’d say standalone, if GPU instancing is used.

Regards,

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It really depends. Like meshes I would use for say odd shaped blocks that are not part of our generation ie if we add rounded corners.

If we get our mesh algorithm down it should be nothing to use the transfixed algorithm to change the shape of the block. Then as long as the texture is done right it won’t even cause a visual issue.

Is that correct @ciprian

Again - depends on use case. If they are small surface resources, like Boulders in Bounless - they should not be part of the terrain.
If they’re huge structures, they should.
Gathering a small thing off the ground shouldn’t need recalculating an entire chunk of data.

Regards,

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