First Thoughts – Keyfeature. Ramps

Today I want to talk a bit about one of the planned main features for the ground combat of VoxelIsland. The idea is to add ramps to the world generation without a significant performance loss and how to create the ramp layers within the engine. I think I found a way to keep this at a low cost for the game performance, but I need to try it first. The idea is to add 1 layer of blocks to x and z without writing over the recent block layer. The next step is to divide the booled out chain of ramp blocks in different kinds of ramps as in the image below. I will show you the results of this in a couple of days. :)

Possible implementation in VoxelIsland

Different kinds of ramps

(Shots above are references, no ingame shots, nor made by me)

source: ref1
source: ref2

Leave a Reply

Your email address will not be published. Required fields are marked *


Please type the text above:

You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>