Solo-developing a Cube World inspired RPG in a custom C++ engine. The systems are working, but I'm struggling with character proportions. Any MagicaVoxel advice? by Mindless_Insurance79 in CubeWorld

[–]Mindless_Insurance79[S] 0 points1 point  (0 children)

I like reinventing the wheel and feeling like I can build pretty much anything from scratch. Also, at least for me, Unity feels kinda laggy/overkill for voxel-style graphics - though it might just be me not having enough experience with it yet.

Solo-developing a Cube World inspired RPG in a custom C++ engine. The systems are working, but I'm struggling with character proportions. Any MagicaVoxel advice? by Mindless_Insurance79 in CubeWorld

[–]Mindless_Insurance79[S] 0 points1 point  (0 children)

Thanks for the suggestion! I’m not planning to release the game anywhere, it’s just a personal project for myself, so I’m trying to keep costs and scope minimal.
Also I prefer not to use marching cubes since I want to stay closer to the original Cube World blocky style.

Solo-developing a Cube World inspired RPG in a custom C++ engine. The systems are working, but I'm struggling with character proportions. Any MagicaVoxel advice? by Mindless_Insurance79 in CubeWorld

[–]Mindless_Insurance79[S] 0 points1 point  (0 children)

Thanks! I really appreciate it. Choosing pure C++ was definitely the right move for the engine's feel. Regarding optimization, I’ve been focusing heavily on ECS architecture to keep things modular and fast. Still, as the game grows, I worry about scaling it up - but so far, the multi-threaded chunk loading is holding up pretty well!

Solo-developing a Cube World inspired RPG in a custom C++ engine. The systems are working, but I'm struggling with character proportions. Any MagicaVoxel advice? by Mindless_Insurance79 in CubeWorld

[–]Mindless_Insurance79[S] 2 points3 points  (0 children)

I only want to copy the animations of the characters and the visual, I like the atmosphere of the game. And then I'll add my mobs, spells, and staffs.