Remember these dumb seams I had, from lighting being baked into my texture, and blocks being rotated. Well they're gone! :D
Current state of the creative mode after last update:
- Symmetry planes
- Brushes
- Do/undo
- 16 shapes
- Block coloring
- 8000^3 max volume
- Save and load
Running great on old hardware. Next up I will work on systems implementation like thrusters and guns. I'll keep you posted
In my game blocks can be colored freely by the builder but it's a challenge for me to design textures that work well regardless what color it's multiplied with
Here is a more practical example of how the color palette can be swapped to make color variants of ships
Been working on a voxel spaceship videogame for a long time here it is using @Meetem4's voxel renderer. We can have entities of 8000^3 cubes. 16 different shapes. Optimized to add millions of blocks in the octree below 1sec. Color can be changed without touching the chunk data
This was my first attempt at using Unity's 3D sound and particle effect for vfx. I fell in love with the doppler effect. I want players to be able to notice if shots are flying by even if they don't hit. Any advice is welcome
Been working on a voxel spaceship videogame for a long time here it is using @Meetem4's voxel renderer. We can have entities of 8000^3 cubes. 16 different shapes. Optimized to add millions of blocks in the octree below 1sec. Color can be changed without touching the chunk data







