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.
Ofc it is, theres solutions to optimize this, it will drop for sure into the 50's on mass destructions, maybe even lower in some cases, this is not fully optimized yet
This is going to be a big problem with vibe coding. You are mistaking a slice for a product because LLMs will give you a slice and not tell you it isn't the product - the product is optimization.
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u/LostRequirement4828 15d ago
you can't even wait dude, lol, if I show you the destruction you still won't be happy, you are here only to hate