Untitled Project Part 6 (Patreon)
Content
Fun goodies this devpost.
To start slow, the world data was optimized to increase the map size. I was able to half the memory used for each chunk which allows me to double the map size. Originally the map for the following size used about 211MB of data:

But now it uses up to 100MB.

With a bigger map comes other challenges as the bottleneck for performance has now been shifted from memory to churning out compute shaders. Some technical details:
Before the optimization, each chunk had a 16x16x16 array of infos for each voxel. Each voxel info was a Vector4 that provided: the x,y,z, and weight. The optimization I did removed the x,y,z and calculated that while the voxels were triangulated.
In other news, I also added stick grenades!

My character is headless here because first person mode hides the head. But regardless it works quiet well and makes holes where it blows up. If several grenades are near the explosion, the explosion effect and the radius will increase.

I am also in the process of adding layers to the voxel terrain. As it stands, there are only 2 layers, one dirt with some grass and the damage layer. In the next devpost, the voxel engine will have a concrete layer so that when you build bases, the deployed walls will be made of concrete instead of dirt. Mockup:

I will be releasing the first multiplayer test server sometime this month for Supporters.
Stay tuned!
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