How are you spawning in the ISMC's in your chunks quickly enough to keep it from hitching? I have a similar system and that's been one of the issues I've faced.
Also, how are you handling collision? I've found that colliders are what kill performance, not the visual portion. Are you doing anything special to turn colliders on/off?
First off, great work John, very impressive work there! Is there any chance you will share how you determine which are visible blocks? Do you do some kind of neighbour visible parse? I guess there are lots of ways to do this, but only a few that would perform well.
In anyway, big thumbs up and keep up the good work man!
The Minecraft look then later came when I searched for textures, and actually the whole internet is filled with public domain texture packs for Minecraft. So it was the best way for me to get textures for a voxel based project, since I am no artist. And let's be honest, it does not look bad like this, having the graphical power of UE4 combined with the pixel look of textures which were intented to be used in Minecraft.
I like the pixel style of minecraft. But if you wanna go to a whole new level, what you think about real realistic textures?
Weird, so blocks are static meshes components? As you can't create custom components in Blueprints which voxels should be if you want to have nice performance.
Blocks are instances in an ISMC, you can't do this with static meshes. You also don't need custom components for this, the GPU performance of this basically could not be better I think.
Weird, so blocks are static meshes components? As you can't create custom components in Blueprints which voxels should be if you want to have nice performance.
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