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| Block Party (Terrain Ex. Pg.124 - 2Million Blocks) |
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| thegoodperry:
An omnibrick could actually save you a lot of dev time if implemented correctly. For example, you have a window full of different brick sizes and stuff and it takes a while to count the dimensions so they could fit exactly into whatever spot you need to fill. Using an editor wand style brick means you can entirely eliminate all that searching. It's also more natural to edit it in 3d space rather than in a 2d window so you can get a better spacial understanding of the dimensions you're trying to replicate. I'm sure this is an overly ambitious overhaul and won't meld well with the more niche bricks like ramps or grates, etc. But when Block Party does get released an editor wand or newdupe-style supercut and fill will probably be the first mod ever made and it's uses will be so practical it'll already render a brick menu useless, especially for larger builds One compromise I can imagine is a purge of the brick menu to only have 1x1 brick, 1x1 ramp, all the strange one shot bricks like grate and window wall. Then one can place their choice of brick and use the dynamic scaling to do the rest of the work. You could also add things like tiling for the weird ones like grate so Instead of a giant horribly stretched 64x64 grate you'd have 64 neatly packed 8x8 grates in a square. Or maybe you want to make a giant hill. Take a 1x1 ramp, stretch it out. In my mind this would introduce smarter building styles with incredibly reduced object counts. It would end up looking a little more like vanilla bl or roblox but maybe that's just the natural evolution of streamlined building |
| Jefferson Block:
how will lighting look, and how does it affect performance? |
| QuadStorm:
I found this PCSS shadow thing for unity: https://github.com/TheMasonX/UnityPCSS, again I'm not too knowledgeable about unity so idk if you could use it or not. |
| [GSF]Ghost:
Small Update: Working on the new painting and building interfaces, and will be adding new shaders very soon. Also, wanted to show off a few more builds by the testers: --- Quote from: GreenBH³ on July 30, 2018, 12:08:14 AM ---Will this has terrain like blockland had? Just wondering. --- End quote --- It shouldn't have something very similar. Although, I'm not sure if it'll be infinite like Torque's terrain. --- Quote from: thegoodperry on July 30, 2018, 09:54:01 PM ---An omnibrick could actually save you a lot of dev time if implemented correctly. For example, you have a window full of different brick sizes and stuff and it takes a while to count the dimensions so they could fit exactly into whatever spot you need to fill. Using an editor wand style brick means you can entirely eliminate all that searching. It's also more natural to edit it in 3d space rather than in a 2d window so you can get a better spacial understanding of the dimensions you're trying to replicate. I'm sure this is an overly ambitious overhaul and won't meld well with the more niche bricks like ramps or grates, etc. But when Block Party does get released an editor wand or newdupe-style supercut and fill will probably be the first mod ever made and it's uses will be so practical it'll already render a brick menu useless, especially for larger builds One compromise I can imagine is a purge of the brick menu to only have 1x1 brick, 1x1 ramp, all the strange one shot bricks like grate and window wall. Then one can place their choice of brick and use the dynamic scaling to do the rest of the work. You could also add things like tiling for the weird ones like grate so Instead of a giant horribly stretched 64x64 grate you'd have 64 neatly packed 8x8 grates in a square. Or maybe you want to make a giant hill. Take a 1x1 ramp, stretch it out. In my mind this would introduce smarter building styles with incredibly reduced object counts. It would end up looking a little more like vanilla bl or roblox but maybe that's just the natural evolution of streamlined building --- End quote --- Depending on how development goes, I may look into adding this feature later on. It does make a lot of sense. --- Quote from: Jefferson Block on August 06, 2018, 03:54:46 PM ---how will lighting look, and how does it affect performance? --- End quote --- There will be real-time lighting and shadows, as well as slight ambient occlusion. Some or most of these features will most likely be adjustable via the Options menu, so you can find the right balance for performance. --- Quote from: QuadStorm on August 08, 2018, 04:11:00 PM ---I found this PCSS shadow thing for unity: https://github.com/TheMasonX/UnityPCSS, again I'm not too knowledgeable about unity so idk if you could use it or not. --- End quote --- Thanks, I'll check it out. =) |
| [GSF]Ghost:
Another small, yet impressive, build by the community: |
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