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Magicavoxel block size
Magicavoxel block size








magicavoxel block size

GPU's want many vertices to process all at once.not 100,000 separate draw-calls (of 12 triangles each) AppGameKit would struggle to render 100,000 individual cubes (each as a mesh) at any sort of usable speed but put them all into one mesh and its much much faster. Quote: "Would you say adding more cubes to a single mesh speed things up more or is 16 x 16 somewhat of a sweet spot? Anyway, not trying to hijack this thread."Īdding many cubes to a single mesh makes it massively faster. For each cube it just has its position and color. But a GUI tool where models could be built from small cubes (probably options for the size) would be useful and each object is saved out in a simple format with the model name and list of cubes making it up. I mean sure it can be done but again it isn't efficient. I found it is too involved to do this stuff purely in code. It'd be cool to have a very simple voxel modeler that spits out a file that can be very easily loaded into AppGameKit with lists of the cubes making up the models. That being said though I have played around with this idea before of making everything out of tiny cubes (not THIS tiny as they are using) for the same reason. I mean it definitely looks great but aesthetically to me this completely loses the appeal of a voxel game as far as what people think of when they hear "voxel game". Very useful for destructible environments. I mean everything is already made up of hundreds or thousands of tiny cubes so no need to realtime split the geometry and so forth. to me it doesn't even look like a voxel game and seems like the reason they went with voxels was purely technical because this allows the objects to all be destroyed easily.










Magicavoxel block size