@rubber_poop Thank you, Ben!
I'm not using the built-in 3D system. The directional shadows are generated by a regular shadow mapping algorithm (https://t.co/r7yvDOhvFl)
@JayJayTheFox@YoYoGames It started like an experiment to improve this already known technique, but i'm seeing a lot of interest in the game itself so why not :)
@the_LXZ In this scene 100+fps (Nvidia gtx 1060), but it can be improved since i didn't deactivate the objects outside the view . The slower parts are the water reflection and shadowmapping, because they require multiple draws of the same object.
@TylerSzabo A classical 3D model is a manifold surface (it covers the shape like a shell and it's empty inside). This approach uses a stack of sprites (the voxel model is sliced horizontally) for the rendering process.
@DevLiam Thanks for your feedback! I posted a new video following your suggestions. I heavily reduced the motion blur, flickering and added some smoothness to the camera.
@itsmatharoo In this scene 100+fps (Nvidia gtx 1060), but it can be improved since i didn't deactivate the objects outside the view . The slower parts are the water reflection and shadowmapping, because they require multiple draws of the same object.