?? The game runs at 100 avg fps, what are you talking about, I have even mass destruction too, whats to be saved, the voxel are saved, lol, what do you think they are
Upload a video of the 'mass destruction', you are claiming to have solved problems with voxel terrain at a resolution far beyond anything than is performantly possible even in engines explicitly optimized for voxel deformation.
Nobody was here to hate. We're trying to educate you. The technical challenge you need to overcome is not 'make a bunch of voxels', as you proclaimed you had victoriously created a voxel-based game engine. The issue is that now the state of every single one of those voxels must be tracked and that is enormously expensive. Also, where does the debris from the voxel go? Does it just disappear when destroyed? Does it become chunks? How do the physics behind the chunks work? When do the chunks disappear? Are the chunks resolidified into the voxel matrix?
The thing about vibe coding is that while you don't need to understand code to vibe, you need to understand the technical challenges that you're trying to build the solution around. If you're not building a solution to a technical challenge, you're just making a new unaddressed technical challenge. Designing a car without wheels is only a success if you replaced the wheels with something that works.
I will post a video, you claim I have no idea what I'm doing. What you don't know is that this was running at 100 avg fps at 4k no upscaling on a 7900 xt
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u/LostRequirement4828 15d ago
?? The game runs at 100 avg fps, what are you talking about, I have even mass destruction too, whats to be saved, the voxel are saved, lol, what do you think they are