-
(Please note; while this is a feature request of some sort I do absolutely understand that this might be huge undertaking, and possibly never make it in)
Allow for separated voxel environments from t…
-
This question is asked under the blocky context.
Is there a way to add a block that's actually a couple of blocks assembling a 3x2x1 compound block? And all operations are threat this compound block …
-
Would be nice to be able to disable VoxelInstancer in editor or crashes like this occur at times
especially with scenes (and no way to minimize these upfront).
```
ERROR: Condition "item == nullptr…
-
Should terrains be made in an external tool?
Should it be limited to a single plane per xz position?
How do we manage texture merging between different heights?
Planned features:
MAIN
- [ ] M…
-
Thanks for all the work you have done. Great job!
As i was playing around, i understand that you use some kind of noise input to generate voxel terrain mesh wich later you can like dig down or add …
-
Random unset voxels in mountain terrain:
![image](https://user-images.githubusercontent.com/26302304/155515735-00a2f7ed-3097-4bec-a41b-153c41ce1474.png)
Waiting with calling ``updateGridDelta(ctx)…
-
When applicable, please describe your setup:
- Terrain type: `VoxelTerrain`
- Mesher: `VoxelMeshTransvoxel`
- Generator: `VoxelGeneratorGraph`
- Stream: `None`
- Plugin version: [1.2.0](https://…
-
- [x] land the implementation - #218
- [ ] create tools to measure GPU time, to start optimization
- [ ] use Morton codes for the terrain buffer. This will improve data locality access patterns. Pos…
-
Hello @Zylann,
Im trying to implement SpinTires-like game with dynamic mud terrain and i dont need fully dynamic ground, only partial will be enough (sort of mud-islands). Also, If i understand cor…
-
Disclaimer: I'm very new to the plugin, Godot, gamedev, and everything else really, so apologies if this is a dumb question.
I've been wanting to make something akin to what is effectively smooth M…