so im trying to make a voxel multiplayer fps game and i have a few questions first how do i create the maps are there are any proper tools or should i just use some 3d package like usual ?, currently im exporting minecraft worlds as obj and getting quite a high load which leads to the second question : how do i reduce the load i seached around alot but all the tutorials out there are about Procedural meshes and random terrain generation but i want to just export seperate cubes to create a premade map so basicly how do i lower the load on the device ? i need seperate objects.
This is an implementation question, not a game design question.
And the answer is, you can’t just throw a bunch of cubes into a map. You need to use procedural meshes, whether you’re using random terrain generation or not.
(If you have a budget, I can help — I’ve done this before and would be delighted to be of service, but it’s quite beyond what I can squeeze into “free time.” PM me if you want to explore that further.)
sorry but i realy dont have any money to offer can you guide me to a tutorial or something like that ?
I don’t know of a good tutorial, and I’m sure you can google it as well as I could… basically look for anything on procedural mesh generation. You’ll need a 3D array of block types, and the basic idea is, you iterate over this array, building up a mesh for just the interfaces (between a solid block and empty air). It gets a little more complicated if you support semi-transparent stuff like water, so I would advise you to avoid that at first.
Oh, and you should also check the Asset Store… there may be some off-the-shelf solutions for this by now.
Good luck!
- Joe