The things i would do for 7dtd to have a better engine

While unity is a good engine and its very reliable. It seems at least from and outsider looking in and what people and even the devs said. They are limited by the engine. Like joel said the reason why the plains and maple forest was removed was due to limited resources on the engine and the game kept bugging out. Thats sad. If something as simple as ground textures can be ■■■■■■■ the game.

I would kill to magically upgrade their engine *perfectly* to a better version of Unity were they had more assets and "resources"

A great unity game like rust has alot of ground textures, weapons, skins, etc and granted the game isn't voxal. So that's probably why the game has issues but 7dtd being voxal is kinda part of its identity
 
While unity is a good engine and its very reliable. It seems at least from and outsider looking in and what people and even the devs said. They are limited by the engine. Like joel said the reason why the plains and maple forest was removed was due to limited resources on the engine and the game kept bugging out. Thats sad. If something as simple as ground textures can be ■■■■■■■ the game.

I would kill to magically upgrade their engine *perfectly* to a better version of Unity were they had more assets and "resources"

A great unity game like rust has alot of ground textures, weapons, skins, etc and granted the game isn't voxal. So that's probably why the game has issues but 7dtd being voxal is kinda part of its identity
i wish maple/birch tree comeback someday :(
 
I think SOME of the limits are not directly from the Unity engine, but also from the computer the game is running on.

If they have to support the game on some platforms and configurations, my guess is they have to limit everything to (e.g.) the memory available on the Min. Req. systems. Does that sound right? :unsure:
 
That would cost another 2 years.
More I would think. I'd love to see it port over to Unreal Engine or the like, but its a LOT of work upfront, and there's no guarantees it turns out the same as the Unity version for players, and it would probably mean TFP would be at square one with it for Microsoft console requirements and all that. My biggest hope is that whatever is next for TFP, they keep the spirit of this title, low cost to purchase and the most modder friendly game probably ever. All that said, would love to see an Unreal port.
 
While unity is a good engine and its very reliable. It seems at least from and outsider looking in and what people and even the devs said. They are limited by the engine. Like joel said the reason why the plains and maple forest was removed was due to limited resources on the engine and the game kept bugging out. Thats sad. If something as simple as ground textures can be ■■■■■■■ the game.

I would kill to magically upgrade their engine *perfectly* to a better version of Unity were they had more assets and "resources"

A great unity game like rust has alot of ground textures, weapons, skins, etc and granted the game isn't voxal. So that's probably why the game has issues but 7dtd being voxal is kinda part of its identity
Too much work to do that, so it won't happen. The limitations really aren't a limit of Unity anyhow. As you say, other games don't have those limitations even though they use Unity. And they keep updating to newer versions of Unity with this game anyhow. The limitations are mainly due to the nature of a voxel game. Voxel games require far more resources than non-voxel games, making it far more difficult to include everything you might have in a non-voxel game. Just consider the terrain textures that you mentioned... in a non-voxel game where you can't destroy terrain, the textures are only on the surface of the terrain (the top part that is visible). Compare that to a voxel game, where the textures are on all surfaces of each and every block. That uses a lot more resources, and that's just one example. Add in that they also have to keep the game working on XBox Series S and they have to limit things. But even without console, they still didn't want to push the minimum specs too high as that would cost them players.
 
Yep. All I do is play with the terrain and environment. And go back and forth to the
task manager to see the changes. The terrain uses an offset of Marching Cubes, that
means whacking away at it has up to 64 variations per block. If they incorporated that
into building blocks, vs the crack overlay, I don't know what computer would run it
well.
 
More I would think. I'd love to see it port over to Unreal Engine or the like, but its a LOT of work upfront, and there's no guarantees it turns out the same as the Unity version for players, and it would probably mean TFP would be at square one with it for Microsoft console requirements and all that. My biggest hope is that whatever is next for TFP, they keep the spirit of this title, low cost to purchase and the most modder friendly game probably ever. All that said, would love to see an Unreal port.

Bloodmoons is already in early access for nearly 3 weeks now. Doesn´t look to good for the game though. Max players 184, average like 50.
 
That would cost another 2 years.
Keep going
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Bloodmoons is already in early access for nearly 3 weeks now. Doesn´t look to good for the game though. Max players 184, average like 50.
They could have just worked together to make 7dtd better but no they went and made a game like 50 people are going to play
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I do congrat them for sticking with it but still such a waste. Oh well. Once im on pc I'll see if I can port stuff
 
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