Armor blocks made into voxels
Im curious as to why armor blocks arnt actually voxels
Planets must be made up of millions or billions of voxels, we surly cant have millions or billions of armor blocks in the game as it currently stands.
- Voxels clearly have a form of health as we can drill them
- Unless im imagining it different voxel types take longer to drill.(like heavy and light armor)
- Voxels can deform(obviously)
- Voxels have collision.
- Voxels can be cube shaped, like mincraft just remove the smoothing algorithm
The only difference is armor moves in the world voxels dont, is voxels not moving a limitation of the engine or was it simply never needed so wasnt implemented?
What i would think would be good is making a separate voxel system forking of the terrain voxels that cater specifically to being used as armor, allow them to be place-able and snapable to blocks. The wouldnt necessarily merge in with terrain voxels they would sepratly clip into each other as they do now, terrain voxels merge with eachother and armor voxels merge with eachother
Just have the block place as the normal(current) block in its build states but as it is fully wielded it changes over to a voxel version and merges with all other connecting armor voxels
A save with 5 large planets runs perfectly fine, in fact it runs mostly the same with or without the 5 planets. Do the same test with with alot of armor with and without and its not so perfect
Although armor is not the most expensive of blocks, arguably the cheapest of all the blocks the fact so many of them get placed they often make up 90% of a build
Making them the same performance as voxels would almost make them costless
(In theory im sure it wont workout quite like that as it never dose)
Im sure theres a lot more to it then this but it boil down to the simple premise of 'If armor was voxels would placing a million of them hinder performance in the way that placing a million armor blocks as they currently are now would?' Im guessing it would be way more performant and extend build capability by quite alot, question is if there is a technical reason it cant be done.
I'm not sure whether this is correct but...
I think the reason armor blocks cant be voxels is because of its physics calculations; mainly angular velocity, linear velocity, and how they deform. I don't think voxels move because they'd then need to store position and rotation values, of which they're probably millions per planet. In order to move every voxel, you'd need to iterate over them (a consuming process for a multi-million data set) and update their physics. Voxel deformation seems to be more or less: remove a sphere at the point of impact(s) with radius proportional to the momentum of the impacting object, whereas armor specifically deforms by physically modifying the mesh instead of just being deleted.
Anyone with such knowledge correct me on this.
I'm not sure whether this is correct but...
I think the reason armor blocks cant be voxels is because of its physics calculations; mainly angular velocity, linear velocity, and how they deform. I don't think voxels move because they'd then need to store position and rotation values, of which they're probably millions per planet. In order to move every voxel, you'd need to iterate over them (a consuming process for a multi-million data set) and update their physics. Voxel deformation seems to be more or less: remove a sphere at the point of impact(s) with radius proportional to the momentum of the impacting object, whereas armor specifically deforms by physically modifying the mesh instead of just being deleted.
Anyone with such knowledge correct me on this.
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