How do you guys makes it less laggy but better looking

Now he mentions it: The orange wood you get from this log:

Seems a bit out of place, its nice and all just feels weird.

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I’m sure they’ll come in at least 16 other colours :wink:

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It still feels kinda wrong, out of place, I don’t think it is only the color really.

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I’m trying to remember what I read in the last game design book at hand–and there is something to be said for assigning allocators to particular threads that allow (a certain amount of) greedy allocation that’s cleaned up when the thread expires. Constant heap thrashing isn’t good, and per-thread heaps can be very helpful because there can be very little cleanup afterward. (I’ve used something like that for in-thread logging, where a lot of log messages of unpredictable size would lead to heap fragmentation, and if you’re going to have heap fragmentation, it should be for useful work, not logging.)

With std::shared_ptr you really don’t need GC. I’m pretty sure the computational overhead is lower, and the memory overhead is probably lower, too.

Probably I had a similar thought about the trunk’s texture - although I like it. It could just be set upside down at the moment. Logically you would assume wate running downwards on the scales. Therefore they’re not set up in the right direction. Nevertheless it could be a water catcher, The water flows into or gets sucked up by the trunk with the scales being open in the upward direction.

Palm trees actually grow like that :slight_smile:

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The stone looks 2D, the grass edges are too rigid, and dirt just kinda looks too simple. Plus the logs that @Thorbjorn42gbf mentioned look out of place.

Everything just looks overly cartoony now to me. I understand that sacrificing the previously realistic art style was in the best interest of the game’s overall feel, and partly in interest of improving performance, but I just dunno

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I don’t have a problem wit the logs actually, they feel a bit weird to place in a forest but that is 100% worldbuilder based.

I just didn’t have a picture of the planks commin out of it.

I rather like the somewhat more cartoony look actually I feel it fit both the characters and the game better.

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I guess you just need to focus on the fact that these are supposed to be alien worlds… not what we’re used to.

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But there is no ice :head_bandage:

You should start with some in your inventory?

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I wonder if the previos textures had a higher resolution or data density. Or simply a more daring style.
Also somehow miss the wavy wood log textures.
In comparison to the previous textures - the new ones look alright to me.
I’m also happy because of the arrangement of the tree leaves. Clipping leaf dots have vanished.

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There are some ice pillars around somewhere too. Just need to explore

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Yes, in particular, this world should have ā€˜every’ block (that is not crafted by recipes etc) in it somewhere.

Regarding textures, there’s no more or less detail in them than there was before, but what there ā€˜is’ is much greater colour variation as previously each texture was ā€˜monochromatic’ aka, just a greyscale texture tinted with a certain colour, and now the textures are all ā€˜gradiented’ so that each colour variatino of a block is actually a 3 colour gradient.

The textures now, in my opinion are far nicer, if only because they have so much more contrasted detail in them now compared to before, aka it’s much easier to look at a block and know ā€˜what it is’ without having to look for small details that are easy to miss :stuck_out_tongue:

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Highlights ar far better visible on stone.
Falling damage is reduced and feels very fair now. Encourages exploring imo.

Broken stone looked flat even in the previous version. And even a bump map looks flat from time to time.

What I MISS: Hooking up to the highest block of e.g. a pillar and being able to climb up the last half of this segment.
Right now I’m forced to build stairs in order to get on top of a structure. Which is curcumstancial, but I found it fun to do. Also an maybe realistic from our world’s perspective. But it would be cool to dock on the highest part of a ledge and hop on top of it.

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Yeah, I see what you meant with the logs, that they look out of place in a forest. That’s sorta what I meant as well.

As for the art style, I thought it looked cartoony enough with the realistic look. I appreciate a change, but maybe it was a bit too drastic for my tastes.

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We have hands, we’ll soon learn how to pull ourselves up onto the top of the block ^^. Someday

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Some of the new textures are great, but I must admit I prefer the normal/older ones. I’m hoping both old and new are going to be available… Would allow for very different looking worlds and some fun in the worldbuilder.

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Yes, I also dont like the more vibrant look of the game. Its a bit to much cartoon like. Don’t want to have B< looking like Creativerse or other voxel games when finished but ā€œperfectā€ like it looked before ^^ … I also don’t like the small grey stones in the gras grown dirt blocks. They are like pointy spikes into my eyes ^^

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I think y’all must be crazy, these new textures are fantastic to me! I do notice that the ā€œedge softeningā€ feature is not added yet, so angles look harsher, but I anticipate that will be added back at the right time.

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