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If you need any input from me let me know. the basics of the terrain will be voxel based, so a tank shot will trigger a removal of a brush set of voxels. So basically you will just need to call a func…
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Hi, I need to implement simple path finding for voxel terrain to be able to go anywhere (even not generated parts).
The navmesh solution is too complex for my poor brain (even though I see people use…
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I'm working on a project where I'm attempting to have mine-able terrain that can be gathered based on the texture ID using the smooth voxel terrain however I'm not certain how to figure out what and w…
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As of #63, we're GPU bound on weak hardware. Using simplified geometry for distant chunks could help alleviate this. A very simple approach would be to run marching cubes on entire chunks, such that e…
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I'm currently writing a voxel terrain generator (shush), and naturally I'm using perlin noise for that. Your crate has a very nice API, and thanks to its simplicity, converting most of the methods int…
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Thanks for releasing this good dataset!
When I checked the flows provided by the dataset, I found that the 'terrain' voxels also have flows. the average norm of the terrain flows is 1.67 in the train…
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**Describe the project you are working on:** I am working on mini open World TPP Game. I want it to be built with a built in terrain system so i don't run into compatibility issues and i want fea…
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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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Once Issue #18 is fixed, here are the examples that no longer link, or link to spam pages:
Links to expired site:
http://gifblocks.com/
Links to spam:
http://www.voxel-warriors.com
Has no i…
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https://github.com/Zylann/godot_voxel/issues/223#issuecomment-774512244 16millionoctopodes:
> For VoxelLodTerrain - VoxelNode, whenever I set the Stream property (for example, a New VoxelStreamRegion…