Comments on: Unity3D integration update http://www.volumesoffun.com/unity3d-integration-update/ Voxel-based games and technology Tue, 11 Aug 2020 06:19:17 +0000 hourly 1 https://wordpress.org/?v=4.9.3 By: David Williams http://www.volumesoffun.com/unity3d-integration-update/#comment-31683 Mon, 20 May 2013 15:05:23 +0000 http://www.volumesoffun.com/?p=1342#comment-31683 From what I’ve heard it’s faster and more robust, but as you say there’s the extra overhead of determining the Box Colliders each time a voxel changes. No idea how long that takes but there was some code floating round our forums at one point.

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By: Joe http://www.volumesoffun.com/unity3d-integration-update/#comment-31675 Mon, 20 May 2013 13:08:51 +0000 http://www.volumesoffun.com/?p=1342#comment-31675 Ah nice, quad merging too! Yeah, I did think about the possibility of a bunch of Box Colliders, but I wonder if that would be viable for voxel volumes where there was likely to be frequent alterations made to the voxel data? Looking great though, can’t wait to play with it =)

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By: David Williams http://www.volumesoffun.com/unity3d-integration-update/#comment-31672 Mon, 20 May 2013 11:09:27 +0000 http://www.volumesoffun.com/?p=1342#comment-31672 We haven’t done any performance analysis yet, so all I can really say is that it runs smoothly on my four year old PC. The boxes are all Unity Box Colliders and the terrain is a Mesh Collider with something like 12,000 triangles as I recall. You can see a wire frame here: https://pbs.twimg.com/media/BIusZM5CYAANrMW.png:orig

Eventually we should replace the Mesh Collider with a set of Box Colliders to approximate the shape, but that’s just an optimisation really.

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By: Joe http://www.volumesoffun.com/unity3d-integration-update/#comment-31669 Mon, 20 May 2013 09:16:33 +0000 http://www.volumesoffun.com/?p=1342#comment-31669 How heavy is the performance cost of all those mesh colliders?

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