Anonymous
7/17/2025, 9:23:07 AM
No.715691953
>>715691525
It's because of this voxel shit. Everything in the game is made up of tiny cubes. Every tiny cube of terrain has to record shit like what kind of material it is, how much damage it has taken, probably some acoustical properties (there was a TotK presentation at GDC where they explained some technique that makes sounds echo more accurately, not sure if Bananza is using this). Without this destruction mechanic you would only have to update the position of the player character, enemies and NPCs every frame while the terrain would be static. With destruction you have to update every single cube of ground terrain every frame.
Imagine a 2D game but instead of updating just the Donkey Kong sprite, the Kremling sprites, and the spinning bananas, you have to update every individual pixel including the ones that make up the ground, trees, grass, etc.
It's because of this voxel shit. Everything in the game is made up of tiny cubes. Every tiny cube of terrain has to record shit like what kind of material it is, how much damage it has taken, probably some acoustical properties (there was a TotK presentation at GDC where they explained some technique that makes sounds echo more accurately, not sure if Bananza is using this). Without this destruction mechanic you would only have to update the position of the player character, enemies and NPCs every frame while the terrain would be static. With destruction you have to update every single cube of ground terrain every frame.
Imagine a 2D game but instead of updating just the Donkey Kong sprite, the Kremling sprites, and the spinning bananas, you have to update every individual pixel including the ones that make up the ground, trees, grass, etc.