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Interesting. Judging from the video, I can't tell, but does it use a height map, or true voxels? I don't see any instances of hollow spaces or overhangs, whic
by MereInterest 7y ago
Interesting. Judging from the video, I can't tell, but does it use a height map, or true voxels? I don't see any instances of hollow spaces or overhangs, which could be done with voxels but not with a height map. A height map would give good performance and destructibility, without using a huge amount of memory. The top-down view would let you hide that from the players, such as for bridges.
- aasasd 7y agoThere are under-surface nooks and overpasses, also destructible (in fact, most of the nooks are accessed in just that way). Notably, the terrain is optionally permanently destructible, but you could switch it to temporary if the machine didn't have too much ram (by the standards of '98). In practice, having a sizeable fraction of the world(s) destroyed, as a side effect of normal business, did hamper the vibe, so having the damage be temporary was just saner.