#💬 .maksio.ʹs Feedback
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Very cool, could you make some visual representation of how broken the block is?
im using voxel destruction
basically the part is big but it gets split
then it destroys/damages the part that is close to the hit position
so before hitting play this all was a one part but i made a script to split the bigger parts to smaller ones to remove the flickering that occurs becuase to many parts are being made /destroyed
and after i shoot there it splits then removes the part / damages the part that is closest to the hit point
Very cool! I recently made 2D kinda version of this using the greedymesh algorithm
i just wonder if theres a "optimized" way to make that blocks just fall under the map if they dont are not connected to a block that is connected to a root part that cant fall
i recently tried to do that which was very very laggy and didnt work that good
and needed the map to be split into blocks that are 3x3x3 always
which is a smalles block piece in my project thing
Would you like them to fall or not? Anchor property might help
Yes
I know about anchored property
But how do i make all blocks that are not connected to the main map
Fall