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Isotopia Devblog
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Isotopia Devblog
@IsotopiaGame
Solo developer creating a first person voxel game with fully destructible worlds and enemies. Formerly Voidborne: Voxel Madness. https://t.co/CE4ZPidX4s
Toruń, Polska Tham gia Eylül 2016
300 Đang theo dõi1.3K Người theo dõi

@RealityBeholder That was a few years ago :D. I think I ended up taking the ground normal into account, but making it subtle.
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@VoidborneGame Can't say without having hands on it. It could be interesting, but I'd say really only trust your feeling when playing with it. Does it make you go where you don't want to more often than not? Scrap. Does it comes naturally? Try with playtesters?
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@aras_p @antonkudin @MoldyMagnet @vapgames The overall size of the vertex data needs to be a multiple of 4 bytes, you also need to plan around that.
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@antonkudin @MoldyMagnet @vapgames I can be anything, actually. You can set the color attribute to be float4, or int4, or a handful other formats if you want to. Same for all other attributes. There's really no difference between them besides convention.
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@occasoftware A tool like this doesn't need to be Unity specific, it could be a website.
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@epholys Thanks! There are plenty of similar games now, but there weren't any when I started. Check out @teardowngame and @Tooley1998
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@VoidborneGame Looks awesome! Since I discovered Minecraft, I always wanted to have a voxel-based games with very small units. Voxel Quest was discontinued, but your game looks very cool!
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I finally have a page on Steam, add it to your wishlist! store.steampowered.com/app/2059070/Vo…
#gamedev #indiegame #voxelgame #voxel #indiegamedev
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Hey everyone, heres a video showing some of the new locations that Ive been working on. In these old abandoned structures you can find a variety of valuable bounty, but beware, they’re abandoned for a reason #gamedev #indiedev #voxelgame #voxelart #voxel #procedural #UnrealEngine
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@BinaryImpactG Or just dont pass the layermask at all and let it default to Everything
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#UnityTips Did you ever tried to set Unitys LayerMask to 'Everything' in code?
Use the bitwise NOT operator (it is ~ in C#).
Like this: LayerMask mask = ~0;
This corresponds to everything 😎
Another good use of the NOT operator in our example picture 👇
#gamedev #indiedev

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@VoidborneGame Thank you for the feedback!! For reference what size is it? If its 4k I can test that 😱
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I made a website with he help of ai
still very wip lol
I like how light weight it is
zoxel.duckdns.org
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@deusxyz In Unity transporting data to/from gpu would be a bottleneck. If you can eliminate that in your own engine then it could be worth it
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Spawned 3D voxes from vox_file data. Need to update for colors. Thinking of building meshes on gpu for better scaling :) #voxelgame #voxels #magicavoxel

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Check out the next weapon in Frogmonster!
Happy with how the animations turned out
#gamedev #indiegames #indiedev
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@The_MrX_ @AlexRoseGames Maybe the new editor UI API does it better?
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@VoidborneGame @AlexRoseGames also on this, I noticed editor code generally increases compile times way more, especially custom drawers, attributes etc. Unity should probably try to auto create attribute references for that stuff.
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@AlexRoseGames Are you not using assembly definitions? My compile time is still roughly 10-15 sec with thousands of scripts from multiple plugins and around 16k lines of code I made myself(in about 150-200 files). And I dont even use assembly definitions for my files yet, only for plugins.
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