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DEV DIARY #10 EXCAVATION VISUALIZATION, REFACTORING AND OVERMIND OPTIMIZATION

06 Jan 2021
by Oleg Simukov


Excavation Visuals

The ground of the underground level takes more than 80% of the game screen, so it should look cool.

Optimizing it is crucial as it occupies the entire screen.

Thus, the requirements for visual excavation are:

Optimization

Detail level

No level size limit

Animation of the excavation process (destructibility)

Convenient editing (preferably with 3D package tools) of both the excavation process and the untouched state.

Three approaches were identified:


Voxels

Can be optimized

High detail (although the visuals are quite cartoonish)

Almost no limit on the size of the world

Destructable

Cannot be edited from the outside


Procedural mesh

Optimization is good, and with the help of the good programming skills it can become great

High detail

No size limit

Destructing code is written manually, or you can insert a non-destructible game cell of another kind

Can be edited any way you like and from anywhere


Instances

High optimization

High detail, but seams are noticeable and the elements themselves are square

No number limit

For destructing, you need a shader or insert a piece of another kind, but the seam will be visible

Models can be edited, and if you make a shader, you can also edit other parameters

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