Hey, with the way you have built this engine and/or with potential mods, is it possible to change the camera angle to view the map out of isometric mode, for instance in first person?
My Isometric Voxel Engine: One Year Later
81–86 of 86 posts
Re: My Isometric Voxel Engine: One Year Later
#82When I view your videos, all I can think is "oooh, he's using some kind of page-fault type engine to pull in and dynamically generate cubical subdivisions of space" So, assuming that's what's happening, why not pre-render/pre-generate a larger area than the visible area so that this faulting in process isn't as visible for a typical viewport pan. Also, if you were to reduce the resolution, would that make the faultin…
There is some destructibility in this video, but I'll go over it more in the future. :) You can make it go a lot faster by lowering the resolution, as I point out a bit down the page in the article. Every reduction of 2 in resolution ups performance and memory usage by 4-8 times, based on if the process is 2D (post process) or 3D related (chunk rendering). I'm continuing to add more optimizations to make things faste…
Re: My Isometric Voxel Engine: One Year Later
#83Earlier quoted context omitted.
If anything, your procedural approach should make it easier, shouldn't it? Instead of transmitting level files you can only transmit some seed data, after that only transmit the updates. This should also make it possible for all players to change the map itself through interactions, like in Minecraft. I'm imagining something like the concept of No man's sky, applied to a low budget / community project, where every pl…
My initial investor was from Switzerland. As I mentioned in another comment, we found eachother on reddit. He is just a regular guy, gamer, and programmer - not by any means wealthy but he had enough in savings to get me some seed funding. By coincidence, I went to Germany right after we started making a deal (I was visiting my wife's family, who is from Germany). I made a pitstop in Switzerland to meet my investor,…
Re: My Isometric Voxel Engine: One Year Later
#84Keep the good work! Looks awesome, and it was my dream to create such game long time ago, but never happened. The tooling also looks amazing and powerful!
Re: My Isometric Voxel Engine: One Year Later
#85I'd be curious to know if you're something something like run-length encoding (RLE) or something hierarchical such as a B-Tree?
Re: My Isometric Voxel Engine: One Year Later
#86Earlier quoted context omitted.
You can find some more details about the game on the Kickstarter page (some good questions answered there in the updates section as well, with a link to the design doc), in the about section, or on the Steam Greenlight page ( http://steamcommunity.com/sharedfiles/filedetails/?id=245148... ) As usual, video editing and marketing are my two worst skills, so I'm not very good at putting together all this stuff. :)
The marketing of the game gives me honest concern. It is the quintessential "list of features" that is indicative of technology made without acknowledging a critical, artistic perspective - that's even true of the title "Voxel Quest." If you can correct this and gain understanding of what the game _represents_ and what areas you _want_ it to be critiqued on, it will become both easier to design and to market. Narrowi…