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| 24 Jul 2016 11:29 AM |
I want to make a rendering system, similar to minecraft (cringe), with a blocky look to the world. Now if I only want the visible blocks to actually be visible should I create "air blocks" to fill in gaps where there are no blocks and if a material block is adjacent to the air block then the material block will be visible else it would have a transparency of 1. Or should I just avoid using air blocks and just have blocks detect whether or not there is an adjacent block on every side (results would be the same as if there were air blocks), and if not, the block would return to its rendered, visible state. Which method would be more effective?
-inception101 (Trade, Development, Design) |
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Kodran
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| Joined: 15 Aug 2013 |
| Total Posts: 5330 |
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| 24 Jul 2016 11:32 AM |
| create a 3d array, render only the topmost voxels, and then when the player destroys one of the rendered voxels, look at the adjacent ones in the array and render them. |
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tyhender
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| Joined: 16 Feb 2012 |
| Total Posts: 18 |
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| 24 Jul 2016 11:44 AM |
| Kodran,he`s not actually asking for that. he justa sked about airbloxks |
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Kodran
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| Joined: 15 Aug 2013 |
| Total Posts: 5330 |
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| 24 Jul 2016 11:46 AM |
| No, never use air blocks that's dumb. You're creating extra instances which has effectively the same amount of lag as if they weren't transparent. |
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Tynezz
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| Joined: 28 Apr 2014 |
| Total Posts: 4945 |
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| 24 Jul 2016 11:50 AM |
| Honestly doing some sort of rendering system would cause some additional lag and you should stick to ROBLOX built into one. |
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| 24 Jul 2016 12:00 PM |
| StreamingEnabled is your friend. |
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| 24 Jul 2016 08:12 PM |
So would steamingEnabled essentially render all blocks until the clients processing power reaches a specified limit to which roblox sets in advance? Thanks!
-inception101 (Trade, Development, Design) |
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| 24 Jul 2016 08:16 PM |
| I'm pretty sure it's determined by the user's graphics/quality settings :) |
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