In my game, we have 8-bit style models created by using a custom made “voxelizer” that converts actual meshes, as seen below:
We have a system that when these models are attacked with explosions, the hit parts get turned into further, smaller voxels, as seen below:
Front end is good, it feels satisfying. Back end works pretty well, at least on the surface, until you have a large server of 20+ people on different teams launching numerous bombs and rockets at the model, and ping EXPLODES, like seen in this video. I was hitting ping of 1000+ ms, some people were hitting ping of 2000ms.
I’m not going to share much of the code, since I did not make it, my development partner in the project did, and he would prefer for his code to remain private; he is looking for solutions within his code, but we are open to completely different alternatives as long as the front-end does not look radically different from what we have right now.
I will mention that when an explosion is spawned in, it uses workspace.GetPartBoundsInBox to see what exists in that box.
Does anyone have ideas on how to salvage this system, or what ideas for a replacement would be?
