Collision Based Destructible World
This project is centered around the idea of voxel-based destruction initiated by collisions. I came up with the idea a few years ago and recently thought that it would be a fun project to further develop my coding and game development skills.
This is a quick run through of the current state of the game:
I plan on adding online multiplayer and more abilities in the near future.
Architecture
I decided to architect this project in a very specific way, where scaling and modularity are at the very core of the project. I did this by using manager classes, data classes, method classes, and finally something I call a communication class. The communication class is responsible for connecting the different manager classes and enables the unilateral ability to disable any system of the game without affecting the others. The following diagram explains the communication class in a simple way: