This was more of an experiment as it might not be useful to actual games.
It produces some lag to devices with much poorer specs.
I think the only use this will get is in showcases or experimental games.
How it works:
It takes a basepart (meshpart, unions, etc.) and makes subdivided voxels based on the number of subdivisions there are.
Then it slaps on a BillboardGui, changes some things on the ImageLabel (if the color isn't specified, it will select the OutdoorAmbient color as seen in the video) and Raycast the voxel into the sun.
If the Raycast is blocked by a basepart or terrain (ex. Water), then turn the ImageLabel invisible.
This module is W.I.P. so expect a few changes before its release to the public.
Planned changes:
Less subdivisions on each axis (x,y,z) based on the QualityLevel.
Only showing the BillboardGuis to the client to hopefully save resources, this means the voxels will be shown to the server and tweening would be less laggy on the client.
Real-time shit (only in client).
Spherecasting (removal of raycasting).
Making the BillboardGuis that are obstructed by an object or terrain be darker instead of invisible.
useless tags:
#roblox #robloxstudio #development #gamedev #gamedevelopment #experiment #experimental #robloxdev #robloxdevelopment #volumetric #fog
27 авг 2024