Hey everyone,
I’ve been working on a voxel-based object destruction plugin in Godot 4.3 using Meshinstance3D, and I wanted to start a discussion on optimizations and potential features. My plugin allows for real-time GridMap-based voxel object destruction and a darkening effect as voxel health goes down. It can import .vox
files, but I’m looking for ways to improve efficiency and expand functionality.
Optimizations for Voxel Destruction
For those who’ve worked with Voxel Destruction in any Project, what are the best ways to:
- Efficiently remove or modify multiple voxels at once without causing performance spikes?
- Optimize physics and collision handling for destroyed voxel chunks?
- Add Voxel Object physics
I also want to make voxel object destruction more dynamic and fun. What features would make a voxel destruction more engaging?
If you have experience with voxel destruction in Godot or ideas on how to push performance and realism further, I’d love to hear your thoughts!
Thanks!