How to make large voxel terrain in Godot

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  • Опубликовано: 28 янв 2025

Комментарии • 12

  • @hinturi4293
    @hinturi4293 4 месяца назад

    idk why i’m watching this i don’t even know how to code but your voice is super relaxing and you showing your thought process probably helps a lot of people that are learning so keep it up man good shit

  • @iangraham6730
    @iangraham6730 4 месяца назад

    Very nice! Thanks for sharing, looking forward to the next part!

  • @DboktheDbok
    @DboktheDbok 4 месяца назад

    Thank you for the awesome tutorials! Your videos are straight to the point, and including the code separately is a big bonus (my computer can’t handle super high res video so I can’t always read the code in the video)

  • @jRsqILVOY
    @jRsqILVOY 4 месяца назад +1

    It looks great! Would be interesting to add water too. Overall I think making it 3D makes it a much more interesting project than just copying Rimworld directly. Even if game objects are just billboarded sprites.

  • @Sagolera1218
    @Sagolera1218 4 месяца назад +1

    i'm very curious how you'll implement lighting. most people use in-engine directional lighting but i'd like to see the "original" minecraft way of handling it. i love these videos man!

    • @real_robots
      @real_robots  4 месяца назад

      @@Sagolera1218 I'll be curious to find out myself. What is the "original" Minecraft way?

    • @Alessandro_The_Overthinker
      @Alessandro_The_Overthinker 4 месяца назад +3

      @@real_robots if I recall correctly, lighting in Minecraft on a block is defined by an integer value clamped between 15 and 0, and the value decreases from the source of light by 1 every block

  • @Alessandro_The_Overthinker
    @Alessandro_The_Overthinker 4 месяца назад

    Will you include also a saving system? if so, what is your approach? btw ty for this incredibly helpful series!

    • @real_robots
      @real_robots  4 месяца назад +2

      @@Alessandro_The_Overthinker saving system for these big, randomly generated maps is interesting, it's pretty inefficient to save everything, so I'll probably have a way to flag things that have changed since generation and only save those since everything else can just be regenerated from the seed.

    • @hodayfa000h
      @hodayfa000h 4 месяца назад

      @@real_robots maybe making it an option? is regenerating so fast that there will be no "lag"?

    • @real_robots
      @real_robots  4 месяца назад +1

      @@hodayfa000h I don't think there's a way to generate it instantly, it's actually probably going to get slower in the future when an extra pass for simplifying the geometry, adding trees etc is added. The actual terrain generation will probably be hidden behind a loading screen in the end.
      I'm not sure if I did it in this video or not, but you can also generate only so many chunks per frame and spread out the job so the computer doesn't freeze up.