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Right now chunk loading is only supported when supplied with a procedural generator.
But big maps loaded by things like a textfile etc should also be able to be chunked.
Currently there is no suppor…
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I'd like to suggest that we work toward supporting equivalents of the MaterialX Standard Nodes within NodeMaterial. That is not necessarily to say that everything needs to be named the same, but ideal…
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I propose to create a document with ideas we want to implement, with ideas we have, and with ideas we agreed to implement
we could also add how we think we could implement the ideas
what do you thin…
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Thanks for a really easy to use package.
I have been experimented with it to generate large 2d maps for games, and have seen that it soon starts taking a long time to generate while 15 of my 16 cor…
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voxel-land only considers chunks with y=0 to be "sea level" y>0 is air and y 32
I have these changes made in a fork, but my height map comes from a XHR request, instead of being generated by noise.…
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http://www.cliki.net/Lisp%20-%20Next%20Generation
> not by Jochen Schmidt
> Replace LOOP by ITERATE and FORMAT by OUT. Add lispy regular expressions like in SCSH.
I almost always use ITERATE rather…
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# Motivation
There are a number of things that make using parquet+arrow feel like writing Python in Rust syntax today:
- Everywhere one needs to deal with `&dyn Any`s that must be downcasted to …
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Hidden UI element that tracks our objectives during a chapter. This would be what knows whether we've satisfied victory conditions, but also whether we've met conditions for unit recruitment, side ch…
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I'm building a game based on the script demo (https://github.com/Zylann/voxelgame), my idea is to build stuff like houses and temples as larger meshes and then instantiate them in game.
It seems pre…
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This thread is to discuss the dungeon generator and see its progress. When finished the player should be able to walk around a dungeon as a FPS. We can later improve the same example to provide a bit …