DEV DIARY #10 EXCAVATION VISUALIZATION, REFACTORING AND OVERMIND OPTIMIZATION
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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- DEV DIARY #10 EXCAVATION VISUALIZATION, REFACTORING AND OVERMIND OPTIMIZATION
- DEV DIARY #9 OPTIMIZATION AND PROCEDURAL GENERATION