Game
Space Sim (Name TBD)
6 years ago

Hey everyone, we here at M&A Softworks have been making progress (even if said progress is slow). As usual a explanation

and update can be found below


Unfortunately I haven't made as much progress as I'd like as I started college recently and have been very busy since, Regardless a more in-depth update can be found on our YouTube channel as DevLog 3.

Without further ado here is a brief update on the progress I've made

The first step to setting up a basic voxel system is to get a single voxel to be drawn on starting the game

screen_shot_2019-11-17_at_24433_pm.png

(You can see here a recreation of that original block)

Once that is done the next step is to expand it to full chunks (the world is divided into chunks which are in turn made up of blocks)

and once that is done it is fairly trivial to set up multiple chunks

screen_shot_2019-11-16_at_45328_pm.png

(Here you can see 2 chunks side by side although how the blocks interact with the light was not set at this point hence the lack of shadows)

One big problem with this system is that all the faces of all 12000+ blocks are being loaded, as can be seen in these wireframe photos

screen_shot_2019-11-16_at_45435_pm.png
screen_shot_2019-11-16_at_45529_pm.png

(As you can see all the faces of all the blocks are loaded)

So the next step is to setup face culling so that any faces that are not visible are not loaded

screen_shot_2019-11-17_at_21411_pm.png
screen_shot_2019-11-17_at_21437_pm.png
screen_shot_2019-11-17_at_21449_pm.png
screen_shot_2019-11-17_at_21525_pm.png

And as you can see above I was quite successful in setting up that system

Now I need to finish the chunk system and get a mining/building system, once that is done I can adapt the system for a spherical voxel world that can be merged with the main game for the 0.4.0 update.

In the mean time I'm gonna continue work on the voxel system, while working on the 0.3.0 update with will bring the game to a new version of its game engine Unity while also redoing the models, textures, and code -all to improve performance and setup for 0.4.0

Sorry for the long post, hopefully there will be more frequent and shorter updates in the future.

-DevLead Andrew Simon



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