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>> No.4096183 [View]
File: 1.33 MB, 1600x900, Screenshot_Doom_20170702_205218.png [View same] [iqdb] [saucenao] [google]
4096183

>>4096172

And this is probably the biggest problem with the whole project, all of the voxels.
As mentioned before, the way voxels are rendered is that each separate box of a voxel is rendered as a separate model. I hear there's plans to change this, but it doesn't matter because Zygo is intentionally using an older build of GZDoom from the start of the year, before the 3.0 jump.
This means framerate is going to chug. I simply got to the rest room and I went to a powerpoint slideshow. Now, my computer isn't exactly a beefy powerhouse, but it still stands that THIS IS NOT THE ENGINE YOU WANT TO USE FOR THIS.

Also, witness to the fact the OTHER BIG problem with voxels--for a game like this, lighting is a HUGE key element to it. Voxels are essentially sprite replacements in the same way models are, you set a sprite and the voxel arrangement replaces it. This means you can link various patches of voxels together, but all of them are going to be bordered. For lighting, when a sprite is lit up, it lights up the ENTIRE sprite--and this extends to the voxel as well!
This essentially means lighting effects with voxel textures is going to make it look like a fucking checkerboard, as you see here.

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