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Hi,
I'm trying to generate a terrain of currently 64x64x64 blocks with some holes in it (3D Noise) and am running into some performance issues.
Since I'm trying to get a bite more comicy style l…
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godot voxel has: «**Physics based collision** and raycast support» (raycast will be analyzed later)
The basics about [volume rendering](https://www.volume-gfx.com/volume-rendering/introduction/): «…
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Hi.
If i just set in: void VoxelGeneratorGraph::generate_block(VoxelBlockRequest &input)
channel as color (channel = VoxelBuffer::CHANNEL_COLOR;)
and change:
**433** out_buffer.fill_area_f(air_sd…
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Hi, thanks for your earlier help with this.
I now have a custom shape for voxel terrain that collides spheres, and which seems to work, within a first approximation. But it seems to be very slightly …
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We need a way to add nature on the terrain generation, I don't have much lead on this because everything needs collision but maybe we could use minecraft's schematics files like those https://www.plan…
Sceat updated
1 month ago
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currently we can only cast a ray on the highest LOD
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See https://github.com/openjournals/joss-reviews/issues/6983
> Hi @haider8645 I had a quick glance into the paper, and the statement of need doesn't really address why this package is needed in the…
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**Describe the bug**
- A blocky terrain is set up with a VoxelStreamRegionFiles pointing at a directory
- Some edits are made to the terrain
- `save_modified_blocks `is called, and the region fil…
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I apologize for not filling out the description, I haven’t really used your plugin yet.
But before using it, I would like to clarify the question, I want to use smooth voxels for my game (not cubic o…
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As I understood it's impossible to make multiple materials per voxel for SDF so I use new layer of voxel terrain for each new material. But for test I created 64 layers of voxel terrain and I get free…