Blockland Forums > General Discussion
I wish Blockland had dynamic bricks...
otto-san:
--- Quote from: ResonKinetic on April 24, 2013, 06:52:13 PM ---Well, in that case, how can other games have systems that are a thousand times more complex and not run slow?
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Their engine.
Keep in mind that bricks are placed by users anywhere they'll fit.
Also consider that you can have up to 256,000 bricks in Blockland. The games you're referring to I'd think would have a limit of X at far less.
I doubt you're talking about any voxel games because those aren't more complex.
ResonKinetic:
I'm sure Torque can handle more than what it's already doing.
otto-san:
--- Quote from: ResonKinetic on April 24, 2013, 07:13:09 PM ---I'm sure Torque can handle more than what it's already doing.
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Ha.
Sure, I guess, if you wanted to optimise it.
v0002 did have 'dynamic bricks', which could still be done in retail (though a public mod doing this would be failed most likely), but they were a lot slower. I don't think anyone can deny that they were neat to have move, though.
Chrono:
--- Quote from: ResonKinetic on April 24, 2013, 06:52:13 PM ---Well, in that case, how can other games have systems that are a thousand times more complex and not run slow?
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Because while these games are 'thousands times more complex', Blockland uses 'thousands times more objects'. Other game developers manually do occlusion to their models because those models will never move. Because of Blockland's dynamic building system, we need automatic occlusion in order for the game to run as fast as it does with as many objects it can have.
Make a 200,000 brick build and compare your FPS to spawning 200,000 generic crates in G mod or any other sandbox game or game with a level editor of some sort. I bet a majority of them don't even let you. Voxel-based games don't count for the obvious reasons.
ResonKinetic:
--- Quote from: Chrono on April 24, 2013, 07:43:13 PM ---Because while these games are 'thousands times more complex', Blockland uses 'thousands times more objects'. Other game developers manually do occlusion to their models because those models will never move. Because of Blockland's dynamic building system, we need automatic occlusion in order for the game to run as fast as it does with as many objects it can have.
Make a 200,000 brick build and compare your FPS to spawning 200,000 generic crates in G mod or any other sandbox game or game with a level editor of some sort. I bet a majority of them don't even let you. Voxel-based games don't count for the obvious reasons.
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Yeah, a lot of games don't allow as much freedom as Blockland does, but still, like I said before, I'm sure Torque could be doing more.