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Sqowopz // cutting deeper

RubbleVox tuner view: a multi-floor concrete building mid-collapse with a dense cascade of voxel chunks and dust, Building Tuner sliders on the right.

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The last post locked Overmass at scope. This one cuts further than that.

RubbleVox got a hardware fix. The voxel work used to live entirely in GDScript and the loading time was bad enough that I would close the test build before it finished. Zylan's voxel GDExtension dropped a chunk of the per-frame and load-time cost into C++. Loading is basically instant now. The tuning loop, which is the only loop that mattered for this part of the project, is finally fast.

RubbleVox tuner view: a multi-floor concrete building mid-collapse with a dense cascade of voxel chunks and dust, Building Tuner sliders on the right.
RubbleVox after the GDExtension drop. Same tuner, instant load.

Rubble itself is gone.

Not gated, not paused. Removed from the project list. The card on the home page will follow. Rubble was the destruction-on-real-buildings layer for Overmass and a card in its own right, and once Overmass stopped wanting that layer, Rubble had nothing to do. RubbleRewind, which started as a Rubble offshoot, stays. It is the part of the stack that survived the cut.

Overmass got the harder cut. It is stripped to bare metal: a mech, a flat, the HUD, the hull bar. No procedural levels. No on-the-fly destructible buildings. The whole "Red Faction Guerrilla with mechs" pitch from the last post is officially the wrong target. I tried to build the generators for both and confirmed what the references already said: the games this is supposed to channel did not have either of those systems. I was solving a problem the gameplay does not have.

Overmass debug view: a single low-poly mech standing on a flat tan plain under a featureless gray sky, HUD reads WAVE -- Standby, HULL 250/250.
Overmass after the cut. A mech, a flat, the HUD. Everything else is placeholder.

This is the version of Overmass that has to feel right. Procedural animation, weight, traversal, weapons. When that feel is settled I start making the custom assets the game actually needs: the mech, the props, the world. Until then the placeholder cubes stay placeholder cubes.

"No" is still the feature being added.

More from the same operator: Josoka — AI-written health blog.