VRAGE3: Voxel Editing

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  • Опубліковано 1 жов 2024
  • ➡️ Newsletter - www.keenswh.co...
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    We are working on many improvements to our voxel hand tool. The tool is used in creative mode to adjust the landscape (planets or asteroids) to suit the player’s needs. Our goal is to improve the user experience and add requested features.
    The main issue with the user experience is spatial orientation. It’s hard to tell where the voxel hand gizmo actually is. To fix this, we’ve improved voxel hand visibility and shading, highlighted the intersection with the ground via a depth shader when the gizmo is partially submerged, and added marks with decals denoting the closest terrain position in each axis.
    We have also improved the "snap to voxel" feature, which keeps the gizmo partially submerged no matter how far it is from the player (within a certain maximum distance, of course). The feature can be turned off at any time to regain full control of the gizmo’s distance from the player.
    In addition to standard features like adding and removing voxels, we’ve added material painting without changing topology, a reset to the original voxel topology, and the ability to pick materials.
    I believe this will provide a much better user experience. I can’t wait to get it into your hands and see what amazing creations it helps bring to life.
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    At Keen Software House we have two areas of interest. Independent game development with our in-house VRAGE engine. Research & development in the field of artificial intelligence.
    Keen Software House was founded in 2010 by Marek Rosa, it is privately owned and dictates its direction through team collaboration.
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КОМЕНТАРІ • 172

  • @Reoh0z
    @Reoh0z 23 години тому +327

    I dream that some day I'll be able to dump all that gravel I've accumulated into repairing terrain.

    • @Schinken_
      @Schinken_ 22 години тому +13

      your not alone.

    • @ShnoopsDogg
      @ShnoopsDogg 21 годину тому +18

      Absolutely! Repairing terrain with voxel in survival should be a thing in SE

    • @anonymoususer3561
      @anonymoususer3561 20 годин тому +4

      We need this so much

    • @johndee2990
      @johndee2990 20 годин тому +9

      I used the Cement Tool Mod

    • @thesaddestdude3575
      @thesaddestdude3575 18 годин тому +1

      That would be cool, but let me remind you that reactor components exist

  • @AndrewmanGaming
    @AndrewmanGaming 13 днів тому +149

    Incredible. The ability to reset the area to the original voxel topography is a great upgrade!

    • @AnonNopleb
      @AnonNopleb 22 години тому +3

      I believe something like that already exists with voxel hands, although it is not perfectly reliable. Shift+Leftclick if I am not mistaken

    • @Splitsie
      @Splitsie 21 годину тому +11

      Yup, I'm still yet to make it work for me, but I've been assured by people who know SE a lot better than I do that it can indeed work (my vague memory was that I saw Digi talking about it maybe?).
      The snap to voxel rather than free floating is new though and it could be very useful. It *should* make doing things like paths or roads more feasible

    • @xscreade2
      @xscreade2 9 годин тому

      ​@@Splitsieim pretty sure we already had a snap to grid ?

    • @Splitsie
      @Splitsie 8 годин тому

      Snap to a global grid yes, snap to voxel surface, no. Snapping to voxel surface should make smoothing much easier

  • @engineer1178
    @engineer1178 13 днів тому +73

    Reset area is HUGE, hell yeah keen

    • @IvanTre
      @IvanTre 17 годин тому

      ..what's the new speed limit?

    • @engineer1178
      @engineer1178 14 годин тому +1

      @@IvanTreidc… itll be modded anyway

  • @fearmaker1
    @fearmaker1 21 годину тому +16

    this small line where the voxel tool intersect the voxel doesn't seem much at first, but it would help sooo much to the precision when using the tool.

  • @pocketfulofgeese
    @pocketfulofgeese 13 днів тому +52

    Would be nice if there was a way to set "Smoothness" of voxels consistently, such as for smooth roadways, so there wasn't lots of little bumps.

    • @DonCDXX
      @DonCDXX 23 години тому +8

      Something like a noise slider that makes extra bits poke out of the geometry of the paint tool would be a cool addition.

    • @skrya1248
      @skrya1248 22 години тому +4

      Map design tools usually call it a smooth brush. Would be cool really. Horrible to see wheels bounce like hell 😆

    • @jurjen909
      @jurjen909 19 годин тому

      ​@@skrya1248 So like a brush that only effects the noise or smoothness of the voxel, and doesn't add voxels?

    • @DonnaPinciot
      @DonnaPinciot 18 годин тому

      I feel like it's based off the material itself. It should likely provide some map the engine uses to create the extra geometry detail.
      If you provide a flat/near-flat map to that, it would be pretty flat. If they make voxel editing part of the game beyond mining, I imagine there would be plenty of mostly-flat materials, like concrete.

    • @mstefanwalker3654
      @mstefanwalker3654 18 годин тому

      @@jurjen909 That's a neat idea. Yeah like in some scenarios I'd probably want to have a smoothness as part of the material I'm placing. In other cases when it's just different kinds of rock lets say, having a noise/smoothness brush that doesn't add or remove voxels and applies across materials could be really neat.

  • @WiseOakDakota
    @WiseOakDakota 18 годин тому +53

    For the purposes of market viability: know that I would pay $60 for a space engineers type game with VRAGE3

    • @blazemonger1
      @blazemonger1 16 годин тому +3

      In a heartbeat, yes. Would not even have to think about it..

    • @Triffgits
      @Triffgits 16 годин тому +1

      That's last decade's pricing, son. Now you're paying $80.

    • @blazemonger1
      @blazemonger1 15 годин тому +5

      @@Triffgits If Keen would kickstart SE2 (I have no doubt this will not come to the current SE code base"), I'd back for much more than that without question. If they manage to pack this with private servers which can easily handle 100s of players, probably even more still.

    • @justsomeguy1136
      @justsomeguy1136 14 годин тому +1

      ​@Triffgits these devs deserve it. I'd pay for a 100 dollar standard edition because I want this company to do well.

    • @zat-1-fury
      @zat-1-fury 14 годин тому +1

      Me too but only if they need the money for development 😅

  • @csx5882
    @csx5882 23 години тому +16

    that one single voxel of stone you can't get with the hand drill

    • @csx5882
      @csx5882 23 години тому +1

      jokes aside, hope vrage 3 lets us build BIGGER

  • @mantoonline
    @mantoonline 23 години тому +13

    Ability to reset area is cool. Idea: It would be very handy for scenario creators that modification marker could align to gravity and could smooth out areas (roads). Option to add creators prefabricated shapes as a modification marker (meteor crater, mountain etc.)

    • @MineGames131
      @MineGames131 19 годин тому +4

      Aligning to gravity would be so useful.
      I frequently try to make airport runways to land on, but making a smooth surface that matches the curvature of the planet is quite challenging.
      If there was a road tool that had a trapezoid profile so that the edges of the road would smoothly transition into bumpy terrain, it would be so much easier to make nice road networks.

  • @righty5890
    @righty5890 23 години тому +12

    Please give us a way to snap rotate the selection shapes, in increments of like 15, 30 or 45 °

    • @professortrog7742
      @professortrog7742 21 годину тому +5

      That is a really good idea. And not just those angles either.

  • @nemo4913
    @nemo4913 12 днів тому +9

    Since we will have fluid simulations in the game... would it be possible to simulate a concrete mortar that turns into voxels after a period of time? I think that would be nuts.

    • @vigasilva
      @vigasilva 7 годин тому

      i think the fluids will be voxel by itself, if you can check the "fluid moviment" it could work i hope that voxels start to work like walls and trap the air inside imagine loading a ship with water an trowing at the enemy

  • @SpaceAceGaming
    @SpaceAceGaming 13 днів тому +12

    Reset Voxel will be such a useful feature!

  • @StrongHoov
    @StrongHoov 22 години тому +5

    1:30 AW HELL YEA!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

  • @nightraider5803
    @nightraider5803 13 днів тому +9

    Voxel picker, Reset area, and snapping to voxels is gonna be huge and im excited to see this happen either in the current space engineers or SE2

    • @kahvozeinsfang6953
      @kahvozeinsfang6953 23 години тому +1

      There is no SE 2. Most you can ever hope for is a port of space engineers to VR3. But that probably won't happen either.

    • @mrmirchiTheCodGuy
      @mrmirchiTheCodGuy 23 години тому

      @@kahvozeinsfang6953that’s good honestly; I want a port to VRAGE3 because of all of the mods and builds and worlds I have.

    • @simplytravis4731
      @simplytravis4731 22 години тому +3

      @@kahvozeinsfang6953 yeah they are just dumping money into a new engine that is a direct upgrade to the space engineers engine and IS ONLY used for space engineers just "cuz" - .VRAGE is an "in house" game engine and is not used by anyone else. It is obvious that there will be a SE 2 there is so much DLC out for SE1 It doesnt make financial sense for them to do a port on SE 1 and would most likely break everyone's saves which would upset the community like how CSGO was directly upgraded and broke all custom maps. they would need to release a new title to recoup the costs of development on VR3 then more DLC to support the ongoing support of the game.

    • @magicalfungi3206
      @magicalfungi3206 20 годин тому

      @@kahvozeinsfang6953 lol doomer

  • @ElectroPulsed
    @ElectroPulsed 21 годину тому +2

    We Rage! Because we cant play it already :D. Incredible work KSH!!!!

  • @edimax45
    @edimax45 22 години тому +4

    pls be mid spec friendly ....

  • @Skyben2
    @Skyben2 13 днів тому +8

    Reset Area! Hell yeah!

  • @mej6519
    @mej6519 21 годину тому +3

    Vrage3, building better worlds.

  • @cookiedudegaming
    @cookiedudegaming 22 години тому +5

    A way to place voxels in survival would be great, could just use stone as a required resource to do it

    • @johndee2990
      @johndee2990 20 годин тому

      Cement Tool Mod?

    • @cookiedudegaming
      @cookiedudegaming 20 годин тому +1

      @@johndee2990 Yeah I've seen it, was more wondering if they could add it as a vanilla feature

    • @johndee2990
      @johndee2990 13 годин тому

      @@cookiedudegaming That, Deadly Reentry and Orbits - they already have water showcased.
      It's getting more exciting.

  • @Aabergm
    @Aabergm 20 годин тому +2

    I like the reset area tool, otherwise everything else looks very familiar

  • @gabrielsolano1773
    @gabrielsolano1773 23 години тому +15

    How is it possible that the video was uploaded 3 minutes ago, but there are comments from 12-13 days ago???

    • @SgtRandom
      @SgtRandom 23 години тому +6

      it might have been unlisted or something? idk its weird

    • @DavidUtau
      @DavidUtau 23 години тому +9

      Unlisted after original upload. Use your head dumdum

    • @kahvozeinsfang6953
      @kahvozeinsfang6953 23 години тому +7

      Let me guess, none of you three have subscribed to the KSH newsletter.
      I guess you would have seen this twelve days ago if you had been.

    • @Alzumi_
      @Alzumi_ 22 години тому

      ​@@kahvozeinsfang6953 this

    • @SpaceEngineers
      @SpaceEngineers  22 години тому +10

      www.keenswh.com/newsletter

  • @realhami
    @realhami 23 години тому +5

    Neat. Could you also look into realizing moving celestial bodies and orbits into vrage 3 or is it not possible with voxel based terrain?

    • @xantishayde-walker4593
      @xantishayde-walker4593 22 години тому +2

      I'm no Dev, so what I'm gonna say could be completely wrong.
      So, with that said, I would imagine that not only simulating all those voxels data, adding to that the kind of physics simulation that would be necessary for orbiting bodies would be extremely difficult. They could however fake it or maybe it's not as hard as I assume it is. Or maybe it is, they just have the skills and talent necessary to get it done. Idk.
      Here's to hoping they can.

    • @Splitsie
      @Splitsie 21 годину тому +3

      I've always assumed it was related to the physics tick rate, with physics updates happening every 1/60th of a second, which is what necessitates the 100m/s speed limit to ensure collisions are as reliable as they can be. If your ship can only go 100m/s how will you ever catch that planet or moon that are orbiting their star/planet at 10-1000 times as fast?
      I'm sure there are solutions out there that could work, but I've never seen anything from keen to suggest that this is something they're remotely considering

    • @DyingDarkStar
      @DyingDarkStar 21 годину тому +2

      There are a few options that can happen
      1. They can do some tricks to give the illusion that the planets are moving
      2. They could have the planets stay in place, but have them "spinning" would give the illusion the planets are moving but slow. again, it would be done with some tricks.

    • @davidmorton6051
      @davidmorton6051 21 годину тому +1

      @@Splitsie Yo buddy jedmunz here, on the moving planets thing.
      We in real life can't move as fast as the planets so have to time when to go to Mars, for example. We have to be in a position in front where it essentially collides with our spacecraft. We get caught in the gravity and it pulls us in, hopefully in a controlled manner. (extremly basic description)
      Space engineers could do that as well I suppose, but it would mean the solar systems being much, much bigger to work.
      I guess to time things right we'd have to get there for the first time and leave an antenna/relay type station to allow our jump drives to gut us to the right place? Maybe something like that.
      I think it's quite unlikely though, things would have to scale up too much for good gamplay. Be nice though.

    • @xantishayde-walker4593
      @xantishayde-walker4593 21 годину тому

      @@Splitsie Yeah, sounds reasonable. Btw, how's Crashpac treating ya?

  • @fulconini
    @fulconini 13 днів тому +4

    Material picker is gonna be very convinient

  • @unknownpwn428
    @unknownpwn428 23 години тому +2

    So fragile lava tubes survived planetary cataclysm. What will space engineers think of next? Engineering, maybe?

    • @kerbalairforce8802
      @kerbalairforce8802 11 годин тому

      You can engineer your way out of problems in this game, or you can tell strangers online that you didn't know that.
      Example: using leverage to flip a crashed river/ship right side up.

  • @WiseOakDakota
    @WiseOakDakota 15 годин тому +1

    A great feature to add here would be auto deletion of “floating” voxels, so that we don’t ruin our ships by ramming into a tiny blob of voxels left over by removing terrain, maybe a brush that itself only removes floating voxels, so if we wanted to create islands for example, we could still do it

  • @TheSandboxMaster
    @TheSandboxMaster 2 години тому

    Space Engineers 2 is going to be so good

  • @demiurgoplatonico7815
    @demiurgoplatonico7815 20 годин тому +1

    Please make reset in survival mode too with gravel or something. Underground bases need it. Mistakes drilling are common.

  • @Fearose
    @Fearose 22 години тому +1

    can you add particle effects to the removal of voxel? like steam or sparks and debris, mainly for impacts. be cool too come across a hole that has a low glow and steam and you can wonder what it was

  • @Dexox2009
    @Dexox2009 11 годин тому +2

    Space Engineers 2 WHEN ?

  • @RiotDarkside
    @RiotDarkside 14 днів тому +3

    Playable tech demos when? 😅

  • @lostVikingWarlord
    @lostVikingWarlord 11 годин тому +1

    So hyped for this love the updates yall are pushing out with Vrage 3

  • @ethanblanke6873
    @ethanblanke6873 18 годин тому +1

    I cannot wait until this engine is released to the public, it looks absolutely incredible

  • @erubianwarlord8208
    @erubianwarlord8208 22 години тому +1

    have they fixed the issue where the voxels eat memory remembering every little change?

  • @jh5kl
    @jh5kl 17 годин тому +1

    Keen please allow us to build spaceships by this method!

  • @SolearGnG
    @SolearGnG 13 днів тому +2

    Impressive. Can we get this as a tool for the normal survival? I mean like built into the game as a block you can put on a ship or something? Not a problem if it's not feasable, just a voxel hand would take me out of the game a bit. (I know it was meant for creative) just wondering if there would be a way to make this for survival.

    • @DyingDarkStar
      @DyingDarkStar 21 годину тому +2

      There needs to be one for survival

  • @DimentiaGaming
    @DimentiaGaming 21 годину тому +2

    Aperture science ahh beat

  • @alexanderwalter4504
    @alexanderwalter4504 21 годину тому +1

    now we just need all the blocks form SE and then it can woooooo

  • @domedsky
    @domedsky 16 годин тому +1

    Finaly all the holes in my front yard can be patched

  • @MineGames131
    @MineGames131 19 годин тому +1

    Please allow us to snap to gravity for aligning voxels.
    When building long roads it's extremely difficult to make a smooth road that matches the curvature of the planet. Having a way to snap to planet gravity curve would make the smoothing tool much more useful.

    • @arturkandla5438
      @arturkandla5438 14 годин тому

      Agree, this is really needed feature, hope Keen will see u comment and gonna do something about it, im currently making Wasteland desert map with lots of roads and i can tell this is a must have feature, most of the time i use creative mode and i feel that something is missing....gravity aligning voxel that is.

  • @fredpryde8555
    @fredpryde8555 6 годин тому

    awesome job well done

  • @alfredosoup
    @alfredosoup 13 годин тому +1

    The possibilities will literally be endless ❤

  • @joshjenkins3815
    @joshjenkins3815 5 годин тому

    YES YES MORE PLEASE!!!

  • @KilerMansters
    @KilerMansters 16 годин тому +1

    new space balls update looks good

  • @Morndenkainen
    @Morndenkainen 18 годин тому +1

    The voxels appear to be much smaller and more tightly packed than in the original space engineers... While the voxel engine is looking great, howabout the phyisics aspect? Can we still expect random acts of klang causing ships connected via pistons/connectors to get yeeted into the great beyond while transfering cargo? Or will you need to put a subgrid on a subgrid on a subgrid via multiple levels of piston/rotor/hinge for that level of yeet? And will we ever get an angled triangular armor panel like the 1x1x1 angled window?

    • @MaddJakd
      @MaddJakd 9 годин тому

      They aint done yet dang-it!
      Let 'em cook!

    • @Morndenkainen
      @Morndenkainen 8 годин тому +1

      @@MaddJakd I've seen what Jan's been working on with regards to the Vrage3 engine, the physics ARE much more stable, and the voxels have definitely come a long way, but this level of voxelization appears about 30% tighter than what he's shown off previously. Can't help but wonder if they've done even better with the subgrid stability.

  • @lukascharles9890
    @lukascharles9890 13 днів тому +2

    Dang that is so smooth!

  • @DesignerShark44
    @DesignerShark44 9 годин тому +1

    far more precise, I approve

  • @Anuwabu
    @Anuwabu 14 годин тому

    So did you guys come up with a way to make voxel edits not skyrocket the map file size so badly?
    More importantly did you look at similar games (elite dangerous, star citizen, eve, etc) to address the 'theres nothing to do' problem that prevented SE1 from being competitive with those games? If you haven't done that then the sequel is just going to be the same game with better visuals. People will still buy it because we love space lego but it will fall short of its potential.

  • @robertsleight8013
    @robertsleight8013 21 годину тому +1

    This looks really impressive

  • @fiftypercentbr
    @fiftypercentbr 18 годин тому

    As a server administrator, I would like to see how the client-server synchronization is going and if it is optimizing and being able to use the full power of the CPU. If you can show a video I would appreciate it

  • @TheFakeGooberGoblin
    @TheFakeGooberGoblin 17 годин тому

    Will this engine have relative gravity where if a bunch of mass is in an area it naturally pulls objects relative to its weight?
    Like if you spawn 1000 clang colas in, will they super slowly be pulled together until they form a sphere? Feel like this is a bit much for a computer tho, so is there feature similar to the one I described that is perhaps based on grids that have power sources to confine it to ships, drones, bases, etc?

  • @RandomBlackBox
    @RandomBlackBox 13 годин тому

    I am really curious about how the performance will be with big terrain deformation on servers. We all know how mich it lags once bigger mining operations run on SE servers.

  • @jurjen909
    @jurjen909 19 годин тому

    The X-Y-Z Spotlights on the Voxel Tool looks really nice!
    Makes it so easy to know where exactly you are in 3D Space.

  • @digital--hazard1905
    @digital--hazard1905 18 годин тому

    The Reset Tool & the Voxel Material Picker will be incredibly useful. It be such as save to be able to use them. My only wish is that they now put in a tool in to control the gradient of surfaces so roads can be made easier.

  • @kahvozeinsfang6953
    @kahvozeinsfang6953 23 години тому +1

    Cant wait to play Roman Engineers in space guys. Vitruvius would be so proud.

  • @BagelmanSupreme
    @BagelmanSupreme 10 годин тому

    I do hope we’ll get tools similar to Astroneer for flattening or extending flat sections of terrain. As it stands it’s basically impossible to “flatten” an area for a road, landing pad, etc.

  • @kahwigulum
    @kahwigulum 14 годин тому

    please make the next SE game linux-native
    please
    if there's one of me who wants it, then there are thousands others who are sick of steam proton trying and failing to run a stable version of this game

  • @bof8850
    @bof8850 16 годин тому

    Moving asteroids, moveable asteroids, the ability to dump gravel and ore to make mounds.

  • @Daniel_fq3
    @Daniel_fq3 22 години тому +1

    Quality is awesome.

  • @altzan2602
    @altzan2602 8 годин тому

    Ohhh? Does this also mean that SE will see the return of continuous drills like how they used to be way back when?

  • @henrywill5347
    @henrywill5347 18 годин тому

    im assuming to be able to reset terrain it has to be stored somewhere, wont that cause large amounts of data and potentially lag when larger amounts of voxels are dug out. for example when using a drill or something alike

  • @neo_o8057
    @neo_o8057 16 годин тому

    plz if you implement this better than novaquark.... hhmmmm shut up and take my money

  • @interstellarsnow
    @interstellarsnow 10 годин тому

    I love the reset area one and the picker. will be useful for fixing mistakes when editing terrain

  • @libreriapapiros4771
    @libreriapapiros4771 12 годин тому +1

    WOW ! and, When ???

  • @dr.dosage635
    @dr.dosage635 15 годин тому

    ı am gonna buy rtx 5080 for Space engineers 2. I am waiting mannn.

  • @MeatyZeeg
    @MeatyZeeg 9 годин тому

    This looks good, just don't forget to add actual gameplay this time

  • @DieRejctor
    @DieRejctor 19 годин тому

    can we PLEASE get smooth, flatten and erode brushes

  • @johndee2990
    @johndee2990 20 годин тому

    Reset will be very helpful when I make my happy little Island surrounded by the new water

  • @charlieosullivan7316
    @charlieosullivan7316 23 години тому +1

    Vrage 3 here we come

  • @elfferich1212
    @elfferich1212 20 годин тому

    Cool. But didn't we already have this pretty much?

  • @SaulVector
    @SaulVector 15 годин тому

    Precisa melhorar essa forma de criar voxel, é péssimo de criar um túnel, ou até mesmo fazer uma terra planagem. E seria incrível poder fazer isso no modo normal de jogo

  • @TarisRedwing
    @TarisRedwing 22 години тому +1

    Pretty cool tbh.

  • @Zenas521
    @Zenas521 15 годин тому

    Reset is GREAT! Just WOW! Getting closer...

  • @enshrowd
    @enshrowd 21 годину тому +1

    oh holy shit

  • @Doomguy_74
    @Doomguy_74 17 годин тому

    Thats cool and all but when do we get the Factorum Update?

  • @TR-707
    @TR-707 12 годин тому

    when he started painting rocks into existence, i felt that

  • @sSpaze_yt
    @sSpaze_yt 14 днів тому +3

    Really nice 👍

  • @trainee5471
    @trainee5471 8 годин тому

    I want to see cubes placed at different angles

  • @Ragsxv
    @Ragsxv 19 годин тому

    Will we be able to have moving asteroids?

  • @magicalfungi3206
    @magicalfungi3206 20 годин тому

    Great work guys, cant wait to see SE2

  • @K10wNs-Shed
    @K10wNs-Shed 17 годин тому

    What about a smoothing or flattening tool?

  • @Cona-vh7vi
    @Cona-vh7vi 14 годин тому

    isnt voxel hand already a thing....

  • @zat-1-fury
    @zat-1-fury 14 годин тому

    So if we get this in the default space engineers will we be able to keep our current space ships or do we need to make new ones for the new physics engine ?

    • @MaddJakd
      @MaddJakd 8 годин тому

      This is an entirely new engine.
      Its not going into the game we have, as they said in one of them presentations.

  • @ElHyperion
    @ElHyperion 22 години тому

    The new soundtrack is lit 👌

  • @theoverseer8568
    @theoverseer8568 17 годин тому

    One step closer to movable voxels

  • @mario0de7
    @mario0de7 9 годин тому

    what if destroyed materials could transform into an equal voxel mass of the material

  • @Darkpyrodragoon
    @Darkpyrodragoon 15 годин тому

    everybody ready for the TTD?

  • @dart_alex
    @dart_alex 21 годину тому

    what has changed?

  • @cookiedudegaming
    @cookiedudegaming 22 години тому

    The Bean has returned!

  • @demiurgoplatonico7815
    @demiurgoplatonico7815 20 годин тому

    Reset! Yesss!! Finally!

  • @Its_Just_Jamie
    @Its_Just_Jamie 7 годин тому

    Does anyone know what VRAGE3 is going to be used for?

  • @HobbyDev-dh9oy
    @HobbyDev-dh9oy 11 годин тому

    This should've been in the game ages ago.

    • @MaddJakd
      @MaddJakd 8 годин тому

      Old engine says nah

  • @KalebBrown-ds8rd
    @KalebBrown-ds8rd 5 годин тому

    How long for the update to come out?

  • @marcinson1342
    @marcinson1342 21 годину тому

    Nice Music 😊

  • @Hizungaya
    @Hizungaya 21 годину тому

    SE1 or SE2 ??

  • @zaphkiel8459
    @zaphkiel8459 15 годин тому

    Looks so good

  • @E1nsty
    @E1nsty 11 годин тому

    sdk when

  • @Galaxylama
    @Galaxylama 16 годин тому

    BEAN

  • @MrMighty147
    @MrMighty147 22 години тому

    Neat

  • @Billabong1264
    @Billabong1264 14 днів тому +1

    I only ever really used that tool once, because it was annoying to use

  • @DrJ4Y
    @DrJ4Y 10 годин тому

    My only concern is I avoid manipulating voxels as much as possible because the save file becomes enormous.

    • @MaddJakd
      @MaddJakd 8 годин тому

      Entirely different engine.
      No guarantee that's gonna carry ober.
      Not that storage costs a kidney like it used to

  • @Alex-xl4xe
    @Alex-xl4xe 17 годин тому

    Frames/PC Specs? Just want to remind you and not do a KSP2 or a Cities-Skylines 2 :)