Kenshi
BigRowdy May 23, 2021 @ 9:15pm
Is Kenshi 2 voxel?
I thought the push from everyone was a new pretty engine. Voxel will tank that. And how in the world will pathing be calculated on a changing terrain. I envision zero performance gain if this is true.
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Showing 1-15 of 23 comments
WetPenut May 23, 2021 @ 9:22pm 
Kenshi will be done on Unreal 4. The performance and graphics offered by the Unreal engine will offer the best opportunity for the dev team to achieve their goals. The engine is also easier to work with
no plans for voxel
Cattrina May 23, 2021 @ 10:11pm 
Many games do that effortlessly, fe. Valheim. I have dug open mines and the pathfinding keeps all the mobs away, they do not walk over edges. The new engines are superior in that sense.
BigRowdy May 23, 2021 @ 10:39pm 
Originally posted by Cattrina:
Many games do that effortlessly, fe. Valheim. I have dug open mines and the pathfinding keeps all the mobs away, they do not walk over edges. The new engines are superior in that sense.
Valheim uses a very low pixel visual style. I give them credit for the magic they produced, but underneath the hood its very low poly, so performance is not a thing,
BigRowdy May 23, 2021 @ 10:40pm 
Originally posted by G.Rapefruit:
Kenshi will be done on Unreal 4. The performance and graphics offered by the Unreal engine will offer the best opportunity for the dev team to achieve their goals. The engine is also easier to work with
Unless its brand new to the developers, which as far as I know, it is.
Shidan May 23, 2021 @ 10:40pm 
It has actually been mentioned at least once that the terrain will indeed be voxel based.

No details on exactly how interactive it will be though. It does not necessarily have be interactive at all, but rather simply be for attaining the shape of the terrain.
Last edited by Shidan; May 23, 2021 @ 10:41pm
BigRowdy May 23, 2021 @ 10:43pm 
Originally posted by G.Rapefruit:
Kenshi will be done on Unreal 4. The performance and graphics offered by the Unreal engine will offer the best opportunity for the dev team to achieve their goals. The engine is also easier to work with

a bullet from the update page...dated though
-snip- Modding support will be more complicated, Unreal is a difficult engine to work with and has limitations in this respect. I don't know the engine well enough to say how exactly. The likely scenario is "more powerful but more difficult". The FCS will remain the same, but will control less stuff. Mod support will be a high priority for us though, so don't worry.

This is my biggest concern. Vanilla Kenshi is a good game. Modded Kenshi is spectacular.
Last edited by BigRowdy; May 23, 2021 @ 10:44pm
BigRowdy May 23, 2021 @ 10:47pm 
from the community update page #40.

A smidgin of Kenshi 2 content

Environmentalism

From Environment Artist Oliver Hatton: "At the moment we're putting together two adjoining biomes so we can get to see all the amazing buildings and characters in situ, doing their thing. This biome blending will also help us identify any problems that are bound to arise, things like town sizes, over-budget texture limits and so on.

**The voxel terrain can be fun to work on, with overhangs and caves being possible and re-editing areas much more hands-on than with elevation maps."**

And now towns and settlements are beginning to emerge on the map, we should begin to get a much clearer view of the world. It'll be like our own little working death valley where we can test out a lot of the pain and suffering to come."

So is this still the plan?
Shidan May 23, 2021 @ 10:55pm 
Originally posted by BigRowdy:
This is my biggest concern. Vanilla Kenshi is a good game. Modded Kenshi is spectacular.

I'm personally not concerned about moddability. Many months back now they sat down with a bunch of modders and talked about their plans for K2 modding, as well as collected complaints and requests about the modding tools.

While the exact form modding will have for K2 is not certain, they are not neglecting it in the slightest.

Originally posted by BigRowdy:
So is this still the plan?

Given it is the latest community update so far, odds are it is accurate. But again, voxel is just a type of system used for terrain generation. It does not require the user to be able to interact with it like is frequently found in voxel games.
Last edited by Shidan; May 23, 2021 @ 10:56pm
BigRowdy May 23, 2021 @ 11:05pm 
Originally posted by Shidan:
Originally posted by BigRowdy:
This is my biggest concern. Vanilla Kenshi is a good game. Modded Kenshi is spectacular.

I'm personally not concerned about moddability. Many months back now they sat down with a bunch of modders and talked about their plans for K2 modding, as well as collected complaints and requests about the modding tools.

While the exact form modding will have for K2 is not certain, they are not neglecting it in the slightest.

Originally posted by BigRowdy:
So is this still the plan?

Given it is the latest community update so far, odds are it is accurate. But again, voxel is just a type of system used for terrain generation. It does not require the user to be able to interact with it like is frequently found in voxel games.

Yep. I just watched a video on the voxel plug-in for UR4. and it appears to be as you say, a terrain generator. Which is great.

I was worried about true block voxel where the CPU keeps track of every bit of damage to every block in the whole world, like 7 days to die. The problem there being as you explore, the amount of blocks tracked gets really big. not so bad in minecraft because it looks like a turd, but games that try to look good and be true voxel suffer performance problems.

Thanks Shidan-
Last edited by BigRowdy; May 23, 2021 @ 11:06pm
bunny de fluff May 24, 2021 @ 1:08am 
From the look of the terrain pics I already know my PC will not be up to task , voxel or not , might buy a new rig just to play it.
Dampback May 24, 2021 @ 5:39am 
Kenshi was one of 2 reasons I got a new rig, lol from a amd 8300 and 1060 6gb to a 2060 8gb and ryzen 7 3700

I did not know the unreal was hard to mod, I figured if you knew c++ you were bank on UE4.
If they just made the game good we wouldnt need mods. now it is an RPG so maybe mods are essential, and I get it people like customizing to their liking, but It also makes the game much harder to talk about because almost no one has the same experience

I still lean towards mods, but part of me would just like a solid un modded game we can all actually share some experience with
Bandy May 24, 2021 @ 1:18pm 
Unreal Engine is quite hard to mod AFAIK (based on reading about why no mods for Outer Worlds) but if the dev spends the time to develop the tools for it then can be different story. It does take a lot of effort for those tools as I understand, but will remain hopeful.
BigRowdy May 24, 2021 @ 2:21pm 
Originally posted by Bandy:
Unreal Engine is quite hard to mod AFAIK (based on reading about why no mods for Outer Worlds) but if the dev spends the time to develop the tools for it then can be different story. It does take a lot of effort for those tools as I understand, but will remain hopeful.
I think this is what Shidan is talking about. developing the modding tools.
Shidan May 24, 2021 @ 2:36pm 
Yes, that is what was discussed. The development of the FCS for K2, and the possibility of more advanced tools. Nothing is set in stone, but it is something they are working on.
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Date Posted: May 23, 2021 @ 9:15pm
Posts: 23