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This engine should be a xcom sequel
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Topic: This engine should be a xcom sequel (Read 3247 times)
xcomv
Squaddie
Posts: 4
This engine should be a xcom sequel
«
on:
April 04, 2020, 12:32:07 pm »
youtube.com/watch?v=YyEKgvF3PwU
imagine the possibilities. Don't you think this engine would be absolutely perfect for an x-com style game?
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Nikita_Sadkov
Colonel
Posts: 286
Re: This engine should be a xcom sequel
«
Reply #1 on:
April 04, 2020, 11:12:28 pm »
There were countless of such voxel engines already. Most made by single-man team. Starting with the voxlap engine by Ken Silverman (programmer behind Duke Nukem engine). That "unlimited detail" engine was also similar to voxels, but with nearest neighoubr/point cloud instead (a far smarter approach without nasty blockiness). Unfortunately as of yet nothing really came out of them without large funding, beside the unlimited detail engine, which was used for theme parks attractions. There was a nice open source isometric voxel engine actually suitable for an XCOM somewhere at github (it even had character animation system), but its author apparently got overwhelmed with real life problems and too ceased working on it.
For example...
11 years ago (engine is much older):
5 years ago:
Unlimited Details now:
«
Last Edit: April 04, 2020, 11:18:11 pm by Nikita_Sadkov
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Nikita_Sadkov
Colonel
Posts: 286
Re: This engine should be a xcom sequel
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Reply #2 on:
April 04, 2020, 11:26:00 pm »
Found it! His engine has far nicer landscape:
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imaus
Squaddie
Posts: 2
Re: This engine should be a xcom sequel
«
Reply #3 on:
April 29, 2020, 10:36:38 am »
An 'x-com' style game? Not particularly? It'll be good for fps's, but eh, x-com's tile based nature already included loads of destructible environments.... I guess going underwater might be of interest for TFTD? I'm not really seeing it.
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This engine should be a xcom sequel