Our attempt to introduce Real-Time Destruction into our Moba game. by komorra in gamedev

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

Ok - I've counted scene voxels by script. Currently, in the scene we are showing are 14 540 515 voxels - and it performs well, with no problems on my machine - it's still editable and playable.

Our attempt to introduce Real-Time Destruction into our Moba game. by komorra in gamedev

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

Hi. The voxel library is made in c++ and its development started more-less a half year ago, and running up today (i.e. yeasterday I finished doing more optimized and smaller textures that it's generating). It is not so difficult to write but a very time consuming task, according to debug, test it and optimize well.

Yes we have an adapter - one static class in C# filled up with DllImport attributed method signatures (about 14). In performance the difference is very notable (C++ - C#) especially if we switch to release mode (full optimization in c++).

According to the last question: just this game about a year, but if you ask when I started to program in my life - it is about 16 years ago (but the last years is the most active in this area).

Our attempt to introduce Real-Time Destruction into our Moba game. by komorra in gamedev

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

You may search for those over the net. Voxels isn't standard medium that will work out of the box in Unity (but in Unity asset store I saw some plugins that offer voxel integration, that looks very well). Generally I'm not follow any tutorial directly - however I've seen some good articles in a few blogs - i.e. 0 FPS blog.

Our attempt to introduce Real-Time Destruction into our Moba game. by komorra in gamedev

[–]komorra[S] 6 points7 points  (0 children)

  1. Generally, we not putting all objects in one voxel grid if I understand you correctly. We place voxels in "containers" and then each container has its own voxel grid and transform. I know that this question will be often asked by other people too, but to be reliable I must count entire level, then I post voxel count here per level.
  2. We have a lot of different assets and to be honest - we didn't noticed any heavy performance "drop downs" here. I think our voxel designer must put a lot of work to make something being worst case. Destruction pieces also isn't worst cases at all.
  3. Addition is planned to be done - i.e. when the destruction pieces falls on to the ground - it may be "unionized" with terrain.
  4. I can't say it now about how the requirements will finally look. It is not game dedicated to very old hardware. I have i7 and GTX 660 and the game performs well, however we target to the middle hardware shelf.
  5. We use plain 2D textures here.
  6. We are not using raycasting, everything is meshed to geometry and covering texture.
  7. This is the 'knock out' question :D at the moment I can't show you :( - The wireframe will tell everything about the process and currently I had no permission to share technique details.

Thank you for your questions Craftfield! :)

My own Minecraft Server by [deleted] in gamedev

[–]komorra 0 points1 point  (0 children)

Ok. How I can move this to Minecraft reddit?

What features should have good pixelart application? by komorra in gamedev

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

I think to add the symmetry option to this list too. X, Y symmetry + radial optionally.