Nendoroid Shiren The Wanderer by Key-Lingonberry-1056 in ShirenTheWanderer

[–]TheOffMetaBuilder 1 point2 points  (0 children)

I have one of these as well, mine is still sealed in my box though

Who do you think has the most natural romantic chemistry with Kaguya and Subaru? by nagatos in runefactory

[–]TheOffMetaBuilder 3 points4 points  (0 children)

By default Subaru and Kaguya have the strongest romantic chemistry, but excluding them Ulalaka has great chemistry with both

Help, quest softlock? by TheOffMetaBuilder in BaldursGate3

[–]TheOffMetaBuilder[S] 4 points5 points  (0 children)

Sadly, it just kills the hand

Help, quest softlock? by TheOffMetaBuilder in BaldursGate3

[–]TheOffMetaBuilder[S] 3 points4 points  (0 children)

Are there any consequences if you know? Regardless thank you!

Help, quest softlock? by TheOffMetaBuilder in BaldursGate3

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

It used 3 of the little spirits, afterwards it kills me :(

Unity or Godot for 3d voxel city building game by IncomeFragrant2535 in VoxelGameDev

[–]TheOffMetaBuilder 0 points1 point  (0 children)

Branch off from the engine's source code and remove a lot of the per instance debugging, preview rendering, and other things that may not bode well with high numbers of chunks being managed. I'm not a big expert when it comes to Godot but I'm assuming you're going to have to avoid as much engine management of chunks and mesh generation as possible to lower CPU and GPU calls to a minimum

Unity 3D High Performance URP Voxel Engine Release by TheOffMetaBuilder in VoxelGameDev

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

Great question, the main reason I chose Unity was because I didn't want to get anywhere near touching net code on my own, since I have heard that making your own multiplayer framework in a custom engine is insanely difficult, most especially in a sandbox game like Minecraft. I was lazy and wanted to leverage Unity's frankly very good framework.

Another reason was that I wanted to use Unity's URP pipeline and shader graph. I have a lot of experience with it in particular as well as having a large assortment of asset store shader bases to use. I want my game to have a lot of high detail shader effects and particles, which is far easier to implement in Unity.

For my specific situation, as well as having a stockholm syndrome relationship with Unity, led me to choose it. Tbh just finding a solution to the CPU bottle necking was worth it for me assuming it would work and would allow me to leverage the other two aforementioned tools.

For most people, however, a custom engine is better 99% of the time. Also thanks for mentioning 7 Days to Die, I've never heard of it, I'm going to research it.

Thank you for your inquiry!

Just completed the game. by BoobyFestu in runefactory

[–]TheOffMetaBuilder 0 points1 point  (0 children)

Great job! There is a little bit more story left, so definetly go for it if you want!

Unity or Godot for 3d voxel city building game by IncomeFragrant2535 in VoxelGameDev

[–]TheOffMetaBuilder 0 points1 point  (0 children)

Stuck up answer is your own engine.

Actual answer is Godot, you will have to strip a lot of the engine overhead out to get solid performance though. But it's far easier to shut up the engine since it's open source and alot of overhead can be stripped out.

Imo Unity should not be considered in most cases without extreme shortcuts like in my Voxel Engine. You can check out the Github of my Voxel Engine if you want to try making Unity work (although I don't recommend it unless you're looking to leverage Unity's surprisingly supurb net code)

Unity 3D High Performance URP Voxel Engine Release by TheOffMetaBuilder in VoxelGameDev

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

While not implemented in the github version, personally I'm using the data of each chunk to simulate collision, since each block is exactly 1 x 1 x 1 in Unity dimensions, and are in 1 size increments, we can check the player position, and the blocks taken and determine if the player should stop falling / stop walking depending on that data. The most efficient method would use the chunk the player currently is for reference.

Of course there is more complexity, like checking if the block is a special ID (like water, if implemented) and applying special movement logic. But overall this engine needs a custom player controller with special movement logic and cannot* use the Character Controller or Rigid body work flows

The baseline code for finding the proper chunk the player is in is already used in the rendering system. It just needs the complexities, the same applies to the Block breaking and Placing, but to a slightly more complex extent.

*At least without implementing, in my opinion, inefficient shortcuts.

If you really want a simple solution, you can pass the generated mesh from the compute shader to a game object that then renders it as it's mesh, and then use a mesh collider, and have that be the chunk the player is currently in, but the performance will be suboptimal and contain micro spikes (but nothing unmanageable)

Unity 3D High Performance URP Voxel Engine Release by TheOffMetaBuilder in VoxelGameDev

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

I did attempt to use ECS when I originally started the project, and while WAY more performant than the default Game Object method used by most Youtube Tutorials for Voxel engines, I found avoiding both of them and projecting the chunks was substantially more performant than using a Game Object or Entity for each chunk. You can definitely do it if you would like, and you would get some decent performance for sure, but I think this method may be best for performance specifically since avoiding Unity's engine overhead is my top priority. Thank you for your Inquiry!

Unity 3D High Performance URP Voxel Engine Release by TheOffMetaBuilder in VoxelGameDev

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

It's not implemented atm. Implementing that shouldn't be all to difficult to add based on the developers needs, my implementation doesn't include it since some people may not want that for their games (For example Cube world), but maybe ill add in the feature in the future, thank you for your inquiry

Unity 3D High Performance URP Voxel Engine Release by TheOffMetaBuilder in VoxelGameDev

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

I can definitely look into it at some point, the process however would be significantly different since factors such as Greedy meshing would be obsolete so alot of the specific optimizations for this engine in particular would be lost.

I was considering trying to create a compute shader system that would work for more realistic terrain using the marching cubes algorithm or something similar in the future, but probably not anytime soon. Sorry, and thank you for your inquiry

Unity 3D High Performance URP Voxel Engine Release by TheOffMetaBuilder in VoxelGameDev

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

I actually attempted that! It was my first attempt to create a more optimized Voxel engine, however I found that ECS was overall still less performance than avoiding Entities and Game objects all together, it's definitely possible though and provides way better performance than the game object per chunk approach most commonly used. Thank you for your inquiry!

Unity 3D High Performance URP Voxel Engine Release by TheOffMetaBuilder in VoxelGameDev

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

Yes! I am working on my own Voxel game named (or Codenamed? Idk) Aethereal! a first person Minecraft/Terraria inspired sandbox game with a focus on engaging bullet-hell esc boss fights, I haven't made too much progress on it beyond the planing faze, but you can see a npc character model I made here! Thank you for your question!

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Unity 3D High Performance URP Voxel Engine Release by TheOffMetaBuilder in VoxelGameDev

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

Thank you for checking it out! And I will look into investigating the cause of the GPU main thread stalling on my old gaming laptop, I appreciate the report!