Antraxx is a multiplayer isometric, arcade-style, mech shooter.
We've developed our own engines since we first started the project.
We dont, and never will use Unity.
we dont use 3d models aside from quads to render shaders/textures. a combination of voxels (chunk) in our engine is raycasted and cached, not meshed. we've had to do alot of tricky things to get it to perform at 60fps and theres still some problems to solve. we have a custom format to store and stream regions, layers, chunks and voxels to minimize on data storage and loading overhead. all of the voxel display magic is done on the GPU, we only use the CPU to load a chunk, send to the GPU, save the result and discard the rest. as for euclideon, they are doing some very interesting stuff but in the demos ive seen its been almost nothing more than progressive point cloud streaming with some algorithm to fill in missing details. polygons and pixel art dont always mix well together, so we chose voxels.
Very welcome. Hope to be able to show the true power of this tech in the near future! :)
Thank you! No worries about the crowdfund. It was a good thing we didnt get funded with the multiplayer only idea.
We don't use any 3D models, and we don't want to. We have too many voxels on screeen at once for this to even be worth the performance. We raycast everything. You will also run into issues doing it your way, 3D models will distort the pixel art texture depending on alot of factors. You also take away any possibility of world destruction or using voxels for collision this way. In our old WebGL engine we mapped pixel art onto 3D models of cubes, and that did not work out so well for us. Another issue is that we dont want the typical cube voxel look. 1 pixel on screen should be 1 voxel so you arent limited in the type of art you can create. Alot of projects using 3D model exports suffer from the cube issue. We use MagicaVoxel to create the voxel models (.vox) format and then import them into the engine with a few clicks.
Also: We dont, and never will use Unity.
Negative. Perhaps we can get a small fun android minigame version out after we finished the main game?
we're trying to bring it back to life. We're a 2 man team and I, the lead designer, have had a burnout in RL from my dayjob. So we've been on a break mainly because of this.
We've been updating our fan base continuously for a very long time. right now we're just updating our main fan base throughout our discord channel which is open to everyone who's interested. We mentioned this several times on Twitter and other social platforms and have posted only small updates.
Do realize we do not owe anyone a update by any means. We have not sold our game to anyone yet. We do like to update those who are interested and are very happy to have a fan base that is interested and closely connected.
still alive but currently not publicly active. Its all good!
Hey guys! keep at it!
Thanks for the message! :)
We only got a little influence out of it after we've had people referring to the game when they've seen our game. Theres a way on how the mech floats when it explodes that got influenced by some old BT snes game. That's the biggest influence we have. But thats ok. Its mechs and people have been refering our game to a lot of different games and/or designs.
Thanks in advance for backing,
Sam & Leendert
Ahh dang really? :(
We do have a single player stretchgoal though
There are also user-hosted matches that aren't really part of the mmo aspect. It's like a standard drop in/drop out multiplayer game. The online world comes in the conquer gamemode, whereas we support more such as standard free for all, king of the hill etc.
Thanks for the kind words Booman
yup! just a couple more weeks :)
thank you so much!
thanks for the replies Booman and EyeMakeGames!
Is there anything in developer tools console on chrome for you guys on your disconnect?
yeah rotations are a lot better now
tons! check out the new GIF we've posted from the in-game recording.
Thank you. We hope to become a great community for mecha fans
yeah! its awesome!
I guess not.. right? - thanks!