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Considering the dismemberment and other stuff, i guess the enemies won't ever get voxelized?
Also go play Voxel Doom 2 once you're done with this
Lets me copy & paste something from the Discord chat!
Might explain why the game is so CPU intensive. Game needs a minimum of 3.1 ghz per core, whereas most GZDoom games only need 2.4 ghz or higher. This is "PER CORE", not overall power, as GZDoom typically has some multi-threading support, but not much in the way of multi-core support. So a dual core 4 ghz computer would run GZDoom (in general) better than an 8 core 2.5 ghz computer.
A lot of voxel -> 3d model converters are awful. Truly dreadful.
The "easy" approach is to turn each voxel block into a cube mesh. This makes an awful amount of triangles, which then take time to render. This is also how GZDoom renders voxels by default.
Team uses Qubicle to convert voxels into 3d models, and thankfully - it's not awful! Qubicle will do it's best to group voxels into larger chunks, making big block meshes resulting in A LOT fewer triangles.
The other option would be to use the bad converters and clean up meshes manually... which is just unfeasible, and the game probably would have a lot less voxels
The build engine only supports it because it pre-bakes almost all the lighting into the terrains. When you want dynamic lighting, it generally doesn't work in Build engine, but it does in GZDoom. If they baked almost all the lighting, then the voxels would likely work fine in it, but almost nothing would be dynamic or could be changed.
We do not render them as .kvx voxels, we render them as a proper mesh which is entirely handled by the GPU.
This takes a massive amount of losd away
Yeah, makes sense. Well, no worries, the sprite art is quite good looking.
The voxels here are just regular models (pretty sure?), so any sort of models work, regular "non voxels" probably has a lot less performance impact, but it's all visuals, if it's made for the looks, then it works.
I would have looked into making corpses into voxel models (no animations required), I think that would look really good, maybe for the future?
The models are true voxels. They are made block by block by our artist, then turned into a mesh to boost performance.
Well, it's all good anyway so, the game overall looks very polished and good so =D
Maybe I can ask Nexxtic, did you do anything in the engine to models, map models, like, I assume you did not work out some better collision handeling/custom shapes? Original gzdoom is very limited in this sense otherwise.