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Voxel's vs standard design for mobile game

Discussion in 'Game Design' started by schwooba, Jun 4, 2015.

  1. schwooba

    schwooba

    Joined:
    Nov 25, 2013
    Posts:
    33
    Hey everyone,

    I'm looking at creating a "design your own gameobject game" (keeping vague on purpose :) Anyway, it'll be for a mobile platform and it'll have moving vehicles, collision and damage detection. I understand that lower poly counts is better and started to look at Voxel programs (like Minecraft). Is it better to start the game design, for a mobile device, using Voxel's or the regular way using simple model designs? Thanks for everyone's input. -schwooba
     
  2. JoeStrout

    JoeStrout

    Joined:
    Jan 14, 2011
    Posts:
    9,859
    I'm not sure why folks sometimes believe that voxel-based (Minecraft-style) games have a lower poly count. That's not necessarily the case, and if you're trying to optimize polygons, you'll do much better with big, low-poly models than with a bunch of cubes (even assuming a sensible algorithm that only renders the exposed cube faces).

    So, my recommendation is to use the traditional polygonal model approach.