at first it was a Vite website which worked really well until I had to start adding 3D models. Then I went from GameDev to basically creating a Game Editor Website, and after 3 weeks of building tools and Prefab editors i said f-it and migrated to Godot over the weekend.
Moxels is still early, but the goal is clear:
A voxel survival MMO where players can gather, build, craft, fight, explore, and shape the same world together.
Not a lobby. Not a match. A world.
Converting from Vite Web Client to GoDot for my Voxel Survival MMO.
Supporting/Creating an Editor just for a custom web-client was preventing me from making features and I was getting bored. So what better way to learn Godot after 13years of Unity dev than as a mmo client lmao
Expanded the feature list and direction for Moxels. It is early, but having the long-term target matters: shared world, survival systems, progression, building, and MMO-scale infrastructure all need to line up.
Expanded the feature list and direction for Moxels. It is early, but having the long-term target matters: shared world, survival systems, progression, building, and MMO-scale infrastructure all need to line up.
Building a custom web game, then realizing you have to build a halfassed editor for you to configure stuff and suddenly your building a game editor/engine and not working in a game anymore
Oops
We added adaptive RLE chunk compression to our MMO voxel survival game.
For 16x16x16 chunks, block payloads can drop from 8KB per chunk to 0.8KB with an avg of 1.3KB ๐
Building a mmo survial voxel game. Right now itโs web based, should I:
rebuild it for desktop?
Wrap the web browser and make a โdesktopโ build?
Keep it webbased