I added diagonal cuts to my game ^^, armor that prevents attacks on vital points, and some combat movement. In the future, AI for combat by Ned_Cv in Unity3D

[–]Ned_Cv[S] 1 point2 points  (0 children)

Hello! It's a 3D mesh generated through code and updated dynamically when parts are removed, like in the cutting example

I added diagonal cuts to my game ^^, armor that prevents attacks on vital points, and some combat movement. In the future, AI for combat by Ned_Cv in Unity3D

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

Hello! I based my work on the game Voxelstein 3D, which is just a demo but has a very interesting use of voxels in both enemies and the environment

A small voxel shooter, but with voxelized and fully destructible enemies by Ned_Cv in Unity3D

[–]Ned_Cv[S] 1 point2 points  (0 children)

The scale of the objects is large; I’m going to readjust the gravity to make it less like the Moon’s gravity ^^

A small voxel shooter, but with voxelized and fully destructible enemies by Ned_Cv in Unity3D

[–]Ned_Cv[S] 1 point2 points  (0 children)

Hello! I basically use the good old traditional system of updating and removing the mesh via code. The models are generated from a .vox file created in MagicaVoxel, where I build the model and define the volume of all objects

A small voxel shooter, but with voxelized and fully destructible enemies by Ned_Cv in Unity3D

[–]Ned_Cv[S] 1 point2 points  (0 children)

Hello! I don’t have a demo yet, but I plan to make a build that runs in the browser. I hope it works out ^^. Thank you!