well... I had to... I didn't start with the right tools so I had to remake it. But thanks to the knowledge and skills I got from making it the first time, I remade almost all of it and most parts even better than before in a third of the time.
I first made my voxel engine in c++ and OpenGL because I was doing it for fun and to learn graphics API, but now that the project got bigger I had to switch to better tools. I chose rust and bevy.
I recoded most of the features into this new engine such a random infinite world generation by loading and unloading chunks, world destruction with particles, skybox, fog and also added textures and better digging. I left out a few things like the villages because they aren't really engine-related.
Thankfully I used this opportunity to re-work how I approach voxels rendering and destruction, allowing huge optimisations that would have required me to remake it anyway :)
Next I'd like to make a game out of this like I talked about before and never did lmao
I'm thinking of a game where you use superpowers to destroy enemy bases or something like that. I wanna play a lot with the particle systems and the destruction to create cool satisfying effects.
TanTan ( inspiration to use rust and bevy ): @Tantandev
His video about using unity, rust and bevy: [ Ссылка ]
Bevy: [ Ссылка ]
I also used Bevy Hanabi for particles: [ Ссылка ]
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0:00 Intro
0:27 Textures
0:40 Better Digging
0:55 Broken
1:20 Rust & Vulkan
2:01 Recoding
2:27 Learning
3:36 Research
4:19 Bevy
4:50 Remake Part 1
7:24 Remake Part 2
9:06 Remake Part 3
10:06 Final touches
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