how about a variety in voxel sizes based on the block material? no real reason why you'd need so many layers of grass. I'm not sure if this idea would be cheaper to run though
It seems obvious that all you need to do to make the next minecraft is just drive the resolution of the voxel display up. How has noone thrown themselves at this for the many years minecraft has been around?
just curious: how is the performance figure looking like? I imagine this would result in stupidly high number of vertexes and triangles when rendering some more organic terrain?
It only uses meshes for nearby chunks to create collision. All of the rendering is done by tracing SVO volumes, which don't use triangles at all. The reason it doesn't generate organic terrain atm is because of how long it takes to generate, 1 chunk is 262K voxels and 1 haven't found an efficient way to do noise on that
Yes, almost all intensive operations go through Unity's Job System. This is World Generation / Loading, Sorting, Modifications, LODing. It also uses Burst for parellel scheduling the ray tracing, which is then executed by compute shaders. Finally this is injected in Unity's GBuffer so it can render alongside regular meshes and make use of lighting / post processing
To bad this game's profits would all have to go to the unity overlords that want all your money. If it was made on another game developer software it'd be a win. very cool but would love to see physics and a tower of stone fall down.