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GDScript terrain is normal without any errors.
The terrain of "C #" is normal, but it keeps reporting errors.
C# code
```
using Godot;
public partial class MyVoxelGenerator : VoxelGenerator…
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This is the design of an upcoming change to how blocky voxels work.
The changes cover:
- A new system of attributes, initially allowing to setup rotations, but can be used in the future for more…
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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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Here is an issue about what is needed to complete the basic fight system on the client side.
# Fight board
Currently when a player click on a group of mob a packet is sent to the server, if ever…
Sceat updated
5 hours ago
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I'm using `Volume` and `legosurface` hoping to get a lego-style visualization of a voxel grid with only 0 and 1 values (drawing the voxels with value 1). I'm attaching a pic when I show the lego surfa…
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- Internal memory representation
• cPerceptibleEnvironmentMap ( extended unordered map with seamless accessors for chunks & chunk data )
• cChunk ( simple tridimensionnal array of tVoxel (…
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Sometimes selected voxels get stuck: They are selected, but you can't deselect them (reselecting them and then deselecting works). No idea what is causing this.
simlu updated
7 years ago
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Over Christmas I'll rework the data structure. Should we remove textured voxels all together? Do we see a use case for them? Anyone?
simlu updated
7 years ago
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Rotation should rotate the textures correctly around the voxel.
simlu updated
7 years ago
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This would bring QSIPrep more in line with other preps, and would maybe make it easier to support a `res-native` option for cases where resolution varies across acquisitions, sessions, etc.
@mattci…
tsalo updated
2 months ago