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AndrewScheidecker avatar AndrewScheidecker commented on July 18, 2024

The performance problem doesn't surprise me, and at least when I was initially developing BrickGame I ran into a limit in the total number of collision boxes supported by PhysX. That was the reason for the relatively small collision radius.

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miguelemosreverte avatar miguelemosreverte commented on July 18, 2024

Leaving the specifics away, can you see an RTS being built on top of a voxel world anytime soon?

Anyway, the collision problem where a singleplayer game can be made but a massive one like an RTS cannot is infuriating. I cannot wait for internet speed to grow so that the logic of the games can be done on the server side and all the end user have to do is render it. Wait, why? No! Better yet, to make all computers obsolete by sending only video. That's it.

What do you think about dumb terminals? Is an old idea, but it seems like it could solve all the problems.
What game would you like to be made if the only limitating factor was the developer skill and not the end user hardware? (whereas in today's world most of that skill goes to optimization.) Mine is an RTS in a voxel world.

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miguelemosreverte avatar miguelemosreverte commented on July 18, 2024

*just so I dont look that lazy, I will clarify that I know about AABB collision, and implemented it.

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