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RPG in a Box

Bring your stories and ideas to life! · By Justin Arnold

Larger Voxel Grid?

A topic by JayZX535 (JayPlays Gaming) created Jun 02, 2017 Views: 235 Replies: 4
Viewing posts 1 to 3

Hello,

I was just wondering if there are any plans to implement a larger voxel grid.  I have been making some fairly detailed models, however it makes it difficult to add any large creatures into the game.  Right now I have a wolf and a deer, and both are pushing the limits of the 32x32 grid.  I eventually want to add bigger creatures like bears, elk, etc., but with current size constraints, that's going to be impossible unless a larger grid is implemented.  Are there any plans for a bigger grid?  Maybe 64x64x96 (double current dimensions?)

Thanks, and have a great day! :D

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

Hmm, that is an interesting thought regarding importing meshes directly, but it could get rather complicated, and allowing any mesh to be imported would present the issue of not knowing whether the mesh being imported is voxel-based or not. I am not going to completely rule out the possibility of allowing larger voxel grid, but it will be later on once I am able to revisit that. Apologies for not being able to help with that for now, and hopefully it is something you can work around.

Also, that is a good suggestion about only saving the frames that have changed. I recently enhanced the editor to not generate the meshes again if only a property was changed, so I could probably expand upon that and keep track of which frames where changed/added.

I am glad you found RPG in a Box and I hope you are having fun with it! :)

Ah, that is true.  It's probably not a top priority at this point anyway XD  Maybe one way of circumventing it could be only allow larger meshes from certain programs, i.e. imported from MagicaVoxel only or something.  Idk-- again, it's probably a low priority :P

Ah, thank you!  Yeah, I noticed it saved a lot, even if I changed only one frame, and that seemed a little inefficient so I thought I'd mention it.  It might speed the whole saving process up and such :)

I'm glad I found it too!  It seems like a great program with a lot of potential!