Comments (3)
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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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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*just so I dont look that lazy, I will clarify that I know about AABB collision, and implemented it.
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Related Issues (20)
- UnrealEngine 4.10.3 HOT 18
- Water Simulation? HOT 115
- Scheidecker's pull request with Epic HOT 4
- Graphic card gets really loud on latest commit?
- Emissive glow bock doesn't light up shadows? HOT 5
- Support for complexe shape HOT 70
- Faster compile time HOT 3
- About adding a water material HOT 1
- How to add AO when using different vertex struct
- Linux support? HOT 1
- About recompiling the plugin
- Random buffer overruns HOT 1
- Current Unreal branch?
- Crash on UE_4.15 OSX HOT 7
- About using less vertices
- Using with NavMesh volumes for IA.
- Issue Cannot Build Game HOT 19
- "GetStaticBatchElementShadowVisibility()" removed at engine 4.17 update
- Build Instructions HOT 1
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