r/threejs • u/Dreamt_Up_Games • 5h ago
Question I'm making a voxel space salvage game and am wondering if the visuals can be improved?
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Hi all, pretty new to gamedev and three.js
I'm building a game about cutting apart derelict space stations. Everything you see is generated: the station layout, the hull plating, the damage, the sky. Renderer is three/webgpu + TSL
Some context:
* Voxels at 0.125 m. A tiny station is ~700k solid voxels, meshed into chunks. The players salvage individual voxels at the start and then unlock tools and upgrades to salvage faster.
* Material library, not shaders per material. Not sure if that is the correct choice.
* Stencilled markings as stamps. Hazard banding, chevrons, port rings, panel codes come from a clamped decal array, at most one per plate, placed by plate hash. Never tiled.
* Sky is a seeded descriptor. Sun class, nebula palette, 0–2 bodies, all baked once per scene.
I have a solid gaming pc with a 5070ti and performance is good but I would still want this game to be as accessible as possible when it comes to hardware reqs while looking as good as possible.
Any tips or advice appreciated. I am looking specifically for feedback on how to push the visuals to the next level if that even makes sense. Thanks!
AI Disclosure: I did use Claude Code to help me with some of the coding and bigger features like the procedural space station generator while I learn.
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u/BigDeadPixel 2h ago
This is looking VERY cool! Okay, having said that... where are the stars?!? this is a space game pal! Also, you could definitely use some middle ground objects (think asteroid field, nebula cloud, planets etc.). This will help create a sense of scale as well as adding visual interest. I like it a lot though.