The most fun I've had working with voxels
John Lin
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The most fun I've had working with voxels
76 821 просмотр · 5 л. назад
John Lin
41,9 тыс. подписчиков
76 821 просмотр · 5 л. назад
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I know I said the announcement video was next, but I really wanted to share this one. Upon completing the core of the building system, I actually got hooked on it and spent a solid day just having fun. Combined with re-watching The Office simultaneously, it made for the best day of voxel dev I've ever experienced.
The entirety of the building system lies in the lower left corner, where you can see a WIP artist's palette. Building is as simple as choosing a shape (cube, sphere, cylinder, etc.) and a material (cobblestone, marble, bricks, wood, etc.). By default, there is a grid and shape size of 16^3 voxels so players more familiar with mining and crafting will have no trouble transitioning. However, the grid can be turned off, and shape sizes can go all the way down to a single voxel. The material system automatically handles blending of compounded build operations of all sizes, volumetrically displacing the built shapes, removing build operations and restoring the correct voxels, and multi-material blending. But probably most importantly, it allows users to build with high detail with the frustration aspect gone. Combined with the real-time path traced lighting, audio acoustics, and physical capabilities, it really makes for a method of building that I personally enjoy.
Also, the storage space for this entire build is under 3MB, so multi-player and sharing with friends should be simple. :)
There are still some rendering and physics kinks to work out and they will be fixed in due time. Other features like refractive/reflective glass and fracturing shapes are also on the agenda. I also didn't realize at the time of recording, but glass was ignored during the wind ray tracing calculations, so the second building doesn't properly block out the wind like it should.
Thanks for all your support!