Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Hello, and welcome to the forum! :)

For performance considerations within the Voxel Editor I am planning to  stick with the 32x32 limitations for now, but it is definitely something I'd like to revisit to see if there's a better way to optimize and maintain the large number of voxels simultaneously (increasing to 64x64x96 would increase the possible simultaneous voxels from ~50k to around ~400k) . Of course the models would be fine once they are saved since they are converted into meshes, so the main concern would be optimizing the Voxel Editor itself to handle that many. I would like to look further into the possibility, but it will be further down the road since it will most likely involve a redesign of the editor.

Thanks for the feedback and for your support! I hope you have a great day, also.

Ah, okay-- that makes sense!  Hmmm, I wonder if there would be some way you could directly convert Magicavoxel files into meshes, since that's where I do most of my voxel work anyway?   If so, maybe you could allow for the importing of larger meshes but give a warning that "you will have to use an external editor to alter these files" or something... idk, I'm not well versed in that sort of thing :P

I did notice the editor saves ALL the frames again even if most of them haven't been changed, too... is there some way to test which frames have been edited and which haven't and only save the ones that have changes?  That could cut down on the save time, which can get lengthy if you have many frames, and might help with supporting a larger grid too?  I dunno :P

No problem!  Thank you for making this awesome program-- I've been looking for a voxel game maker for a long time, and this one seems to have a lot of potential! :D