#Hey, I have a question regarding
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im kinda confused on how you're trying to contrast this with minecraft
minecraft doesn't have that many distinct block models, most are shared, and you can get different model/texture combinations or custom models/textures with resource packs or datapacks
im confused what issue minecraft has that you're trying to solve exactly
Changing UVs is pretty common for voxel stuff so your solution is pretty much a solved problem
But wouldn't that be heavy because having some coords in the block data multiplied by the amount of blocks rendered in front of the player that could overload the memory, isn't it ?
The issue with Minecraft is that, as you said, you need datapacks, resource packs or mods to do that kind of stuff while in my case I want it to be included directly in the vanilla game.
So I want the player the have the ability to make any block in his world to have any texture in the game. So for instance if he wants to have a furnace that has the texture of a cactus he can (like put a cactus + furnce in a crafting table for instance) whitout having to go through datapacks, resource packs and mods to have that directly in the vanilla game. And of course this would work in multiplayer too.
In the case of minecraft you can't do that currently (in vanilla I mean). With that solution people playing my game wouldn't have to wait for me to give them those blocks on every update (once a year) like Minecraft does, and even with those updates we still have alot of blocks missing that don't have variants (stairs, slabs, trapdoors, fences, etc...).
And the issue with datapacks is that if I want my furnace to have the cactus texture, I will need to copy the cactus texture and paste-it with the name "furnace.png" to make it replace the old furnace texture but it creates an issue of duplicates now because we have 2 identical textures (cactus texture) just having 2 different names which doesn't look optimized.
And also because of the amount of possibilities, those blocks will be created dynamically instead of like in Minecraft have a set of predefined blocks.
That's the other issue that I wanted to solve as Minecraft doesn't have that
That's why you chunk, but independent blocks will batch fine assuming you're using limited shaders and sticking to atlases
Here I'm referring to even with the chunk system. Because I saw some people on youtube trying to recreate Minecraft, and they were optimizing data to the point where they combine data in a single byte and other witchery with data. So that's why I'm thinking about that UV data that will be added to each block making it bigger for the memory when we consider all the blocks 😬
I'm actually not too sure of the most optimal way of having that data in mem, nor do I know the best way to save that data, but you can probably get it all down to bits. Minecraft does get pretty heft pretty quickly considering, but save data is less of an issue and it's more of an issue of loading/deloading honestly.