Annihilatorza
Scavenger
I bought Space engineers the other day as I wanted to see how their voxel system works compared to 7D2D A19.
They both have in development since 2013
The main difference seem to be that in their system:
1: The blocks clip into the terrain which lets them get away with not having the hard edge that we have, but it has its own issues terrain getting stuck on blocks ect.
2: The terrain is not as nice 7D2D, much less texture quality
3: Few NPCs, so much AI overheads to worry about,
4: No Structural integrity system, you can build as big as you want only limit is amount of blocks placed.
5: Physics are still an issue, google clang
6: Collision block sizes are wrong, which results in clang and other weirdness.
7: Mining can leave tiny little blocks floating in the air which are really annoying to get rid of.
With 7D2D we have that hard edge on the side of our builds and I dont know a there is way to fix that without the block clipping, which has it own set of issues.
So I just cover it with a plate If I am going for a super clean build.
The only issue I have with the 7D2D is that you damage blocks when you go over them with a vehicle on the lip of the first block.
The main point of this is people do not understand the massive difference between a voxel random generated world and a static world, even with BF4 that was all pre-calculated
For me as long as I can remember I have loved been able to destroy stuff in games going back to the commodore 64.
Their are plenty of other zombie survival games but to me they dont offer what 7D2D does.
They both have in development since 2013
The main difference seem to be that in their system:
1: The blocks clip into the terrain which lets them get away with not having the hard edge that we have, but it has its own issues terrain getting stuck on blocks ect.
2: The terrain is not as nice 7D2D, much less texture quality
3: Few NPCs, so much AI overheads to worry about,
4: No Structural integrity system, you can build as big as you want only limit is amount of blocks placed.
5: Physics are still an issue, google clang
6: Collision block sizes are wrong, which results in clang and other weirdness.
7: Mining can leave tiny little blocks floating in the air which are really annoying to get rid of.
With 7D2D we have that hard edge on the side of our builds and I dont know a there is way to fix that without the block clipping, which has it own set of issues.
So I just cover it with a plate If I am going for a super clean build.
The only issue I have with the 7D2D is that you damage blocks when you go over them with a vehicle on the lip of the first block.
The main point of this is people do not understand the massive difference between a voxel random generated world and a static world, even with BF4 that was all pre-calculated
For me as long as I can remember I have loved been able to destroy stuff in games going back to the commodore 64.
Their are plenty of other zombie survival games but to me they dont offer what 7D2D does.