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Hi!
I need to access the generated geometry to do some post-processing on it (i.e. grow plants on surface / other geometry) so I found that creating custom mesher using Transvoxel mesher code would b…
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Experiment with Texture3d and the idea presented here :
http://m.gpucomputing.net/sites/default/files/papers/1923/CNLE09.pdf
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I'm learning about GPU compute and thinking how it would tie into the godot_voxel module.
So for terrain generation, using compute would be purely user side, correct? Because user of the module ge…
menip updated
3 years ago
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## Marching cubes
Simple, but flawed by ambiguous cases and cannot reproduce sharp features. Also, no specification of how to handle LOD across regions of different detail. Naive implementations of…
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**Describe the bug**
As title says, I found a case where the meshed SDF of VoxelLodTerrain contains tiny hole.
**To Reproduce**
Download project and run it. Upon launch you should see this which …
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Heightmap based terrain system with continuous level of detail. Texture splatting and detail textures. Ability to remove chunks so that it can be integrated with custom 3D models. Ability to use displ…
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I`m trying to add support for multiple textures based on texarray and COLOR attributes of vertices.
![image](https://user-images.githubusercontent.com/35254900/72172482-487f0500-33e6-11ea-9ef4-033f…
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I'm getting started with ReactPhysics3D as an experiment, and I would like to know if it allows (or will allow) to create collision shapes from a separate thread, without blocking the simulation?
H…
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Hello again.
I have been getting back into my volume based rendering in rust and wanted to discuss some of the research with you.
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## Bakers
I have been looking at other surfacing algor…
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Would be nice to be able to disable VoxelInstancer in editor or crashes like this occur at times
especially with scenes (and no way to minimize these upfront).
```
ERROR: Condition "item == nullptr…