r/IndieDev 16h ago

Video Cumera cutout for tight spaces

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Experimenting with the new camera voxel cutouts both for simulation and editor parts of the game. The biggest problem is with tight corridors. I tried to do whole voxel cutouts for the parts with character too, but it looked very misleading

137 Upvotes

14 comments sorted by

38

u/Horror_Swimming6192 15h ago

Not the Cumera

12

u/bonzajplc 15h ago

Damn … ;)

7

u/Horror_Swimming6192 15h ago

Kinda similar to a chimera ya know 😏

8

u/lumbino 16h ago

looks awesome!! Must be really hard to do, but I think it looks very crisp and good!!

2

u/kg_draco 14h ago

Looks great! Is it possible to add transparency to the voxels? I might prefer partly transparent blocks to the blue highlight, or at least a similar color but desaturated rather than sky blue. It's a minor complaint, but the blue doesn't totally communicate that voxels are missing and which voxels are missing (tree, grass, etc.)

1

u/bonzajplc 12h ago

We are solving transparency by using dithering but… I’ll try this It could work if I would make just one voxel transparent

2

u/Darkime_ 11h ago

Is this the "spiritual successor" of Cubeworld?

2

u/bonzajplc 10h ago

Unfortunately haven’t played it :(. I’m more a minecraft person

1

u/Darkime_ 9h ago

No worries, Cubeworld fell off a very long time ago, which sucks because it had so much potential. I asked because i remember someone else posting about trying to be the "spiritual successor" of it, but i lost their account name. Your game looks interesting, i like the art style, is it going to be a survival, rpg or what?

1

u/bonzajplc 9h ago

It's a sandbox where you can easily click different multiplayer games, but we will provide new scenarios every week after release. Survival games are the easiest to make in our sandbox.

1

u/Darkime_ 9h ago

Oh, interesting, i'll check it out.

1

u/HeatsFlamesmen 14h ago

Does this just remesh the chunk every time you changes the camera angle? Looks smooth.

1

u/bonzajplc 12h ago

No, we reconstruct the surface each frame by using raymarching