@ItsJustTheWind_@Peteralm_ Yeah, surprisingly. They're pooled, heavily simplified glass,lowpoly, and only a small set is active each frame. The expensive part is actually the behaviour, so with some culling it could be manageable.
@Peteralm_ rebuilding the mesh every frame is much more expensive, so the voxel resolution would need to be reduced or the mesh updated less frequently. Updating it less frequently would also reduce smoothness = more choppy during movement.(2)
@Peteralm_ Right now the effect is faked using around 500 pooled glass spheres that overlap to simulate metaballs. Using EM would generate a real merged surface with marching cubes, producing smooth, seamless blobs with proper deformation. The tradeoff tho is performance (1)
@chunrapeepat It's still using the wrong UV mapping. The burn is closer now, but it still doesn't line up with the cursor. The cursor position and the burn position are still offset
@YoKendrickg I get that, but I still think a genuinely fun game will always outperform a mediocre game with great marketing in the long run. Marketing gets people through the door, the game decides if they stay. Both matter, but I'd always prioritize building something worth talking about.