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**Game Version:** 1.17.0-pre4
**Platform:** kubuntu
**Modded:** No
**SP/MP:** Open to Internet
### Description
When smithing a hoop, the voxel at the bottom of the grid cannot be pushed back o…
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It is not uncommon for voxel graphs to link to many different heightmaps, but usually not all of the heightmaps are being used at the same time at their full resolution. For example, the player's view…
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Opening for a voxel asset actor/manual voxel asset placement tutorial,
Hoping to spawn in voxel rocks so the player can go smack them to gather stone, would be cool to have physics enabled, maybe its…
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I'm experimenting with using a modifed voxel-land module to generate my landscape. I have currently changed chunk size to 64 to more clearly show the problem I'm having.
Is this normal? Those vertica…
lawik updated
9 years ago
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Previously in issue #3 the goal was to streamline meshing and support transparent blocks, better ambient occlusion and make voxel chunks more dynamic. But shortly after @mikolalysenko released https:/…
shama updated
10 years ago
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### Is your feature request related to a problem (if not, explain why you think this feature should be added)? Please describe.
Well it is now related to a problem im have been having, when using com…
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maybe you could adjust the waves to use FTT instead of a basic sine? this website details what FTT is way better than i could:
https://slembcke.github.io/WaterWaves
it would be really cool to see re…
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### Main programming language
### Tutorial title
### Tutorial URL
### Category
* [ ] 3D Renderer
* [ ] Augmented Reality
* [ ] BitTorrent Client
* [ ] Blockchain / Cryptocurrency
…
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Currently, users have to place voxels one at a time. This is how it works in the game Minecraft but it's incredibly tedious and not so fun for a dedicated voxel editor.
Extend the Brush component s…
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I'd like to have block types whose geometry only takes up _part_ of a voxel - like the glass panes, slabs, and stairs in Minecraft.
1. Is that currently possible? Do I need a special module? If so, wh…