[QUOTE=EOD_EFX;43151896][url]https://www.assetstore.unity3d.com/#/content/8277[/url]
Would need a good amount of work to look proper, but it is possible. All of this is for naught, if that is not the direction that Facepunch wants to take with their game.
While I think it could be interesting. I think a more fun alternative would be to have more complex base parts, and thus more complex designs. But the more complexity added, just makes it easier for bugs to creep in, and allow exploiters ruin an otherwise fun game.[/QUOTE]
Not sure this is the one I was referencing, but thanks for saving my ass and finding it so I don't look like a lying prick :v:
[QUOTE=Handsome Matt;43151840][img]http://i.imgur.com/cCZ8MN3.png[/img]
No really what IS 7T2D?[/QUOTE]
7 Days to Die
[QUOTE=ZestyLemons;43152009]7 Days to Die[/QUOTE]
...Shouldn't it be 7D2D then?
[QUOTE=jonnymad;43152228]...Shouldn't it be 7D2D then?[/QUOTE]
The dude misspelled it and nobody caught on to it. Stupid typos...
As a hobbyist programmer and someone who has used unity3d quite a lot (the damn thing is great, go try it guys), let me use my first post to clear this shit up. Based on the upvote/downvote counts and the argument going on about whether or not this is possible, there seems to be some misinformation/confusion.
You're all right and wrong.
If you want digging and "tunnels" then voxel would be the best way to go. Voxel doesn't mean blocky, it's just a way of describing a set of data points in 3d space that you would then render out however you want, be it blocky or otherwise(you can use 'marching cubes' [URL="http://en.wikipedia.org/wiki/Marching_cubes"]http://en.wikipedia.org/wiki/Marching_cubes[/URL]).
Actually changing the current mesh terrain to a voxel one wouldn't be an issue and isn't in any way limited by the "engine". Hell you could just make the terrain voxel and keep everything else the way it is. But that isn't the problem. It would take a giant redesign on not only the terrain, but the [B]networking[/B], and [B]Physics/collision[/B]. Does every chunk send an update to every player in the server? Should the player request the status of chunks in a fixed area from the server? Using collision meshes for every chunk could create some performance issues.
TL;DR:
It's not a question of whether or not the "Engine" can do it. It's Whether or not the work required is even worth the feature that the player base may or may not want.
[QUOTE=sgtduck;43153788]As a hobbyist programmer and someone who has used unity3d quite a lot (the damn thing is great, go try it guys), let me use my first post to clear this shit up. Based on the upvote/downvote counts and the argument going on about whether or not this is possible, there seems to be some misinformation/confusion.
You're all right and wrong.
If you want digging and "tunnels" then voxel would be the best way to go. Voxel doesn't mean blocky, it's just a way of describing a set of data points in 3d space that you would then render out however you want, be it blocky or otherwise(you can use 'marching cubes' [URL="http://en.wikipedia.org/wiki/Marching_cubes"]http://en.wikipedia.org/wiki/Marching_cubes[/URL]).
Actually changing the current mesh terrain to a voxel one wouldn't be an issue and isn't in any way limited by the "engine". Hell you could just make the terrain voxel and keep everything else the way it is. But that isn't the problem. It would take a giant redesign on not only the terrain, but the [B]networking[/B], and [B]Physics/collision[/B]. Does every chunk send an update to every player in the server? Should the player request the status of chunks in a fixed area from the server? Using collision meshes for every chunk could create some performance issues.
TL;DR:
It's not a question of whether or not the "Engine" can do it. It's Whether or not the work required is even worth the feature that the player base may or may not want.[/QUOTE]
Nice to see someone with expertise on the subject! :smile:
[QUOTE=TheManInUrPC;43146231]On infiltrations, it would be a great idea. If this gets balanced correctly, this feature will work just fine in the game really. I know that we don't want this to be like Minecraft, but it doesn't have to be if we add more and more realism. The more dangers there are to mining underground, the less likely players will be inclined to do it and the less Rust will look like Minecraft.
Edit: Also, if the wastelands above ground end up getting more rad zones added, underground living will become a more viable option.[/QUOTE]
And a more endgame option at that. ^^
The idea of potentially being able to build underground sounds fun. If it was a possible idea though, it would have to be semi realistic. That being said, support beams would have to be placed every so many yards or face the potential risk of a cave in. Also a secondary shaft would have to be dug for decent air supply otherwise suffocate to poisonous fumes. On top of that, finding underground water holes or being able to tunnel into other peoples bases or even underneath would be great and you could build on top and just build a basement.
This ! [url]http://terravol.com/demo_v2/[/url]
What is this : [url]https://www.assetstore.unity3d.com/#/content/8131[/url]
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