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full3D = cq.Assembly(name='stackup')
for layer_idx, layer in enumerate(data['Layers']):
pts =[] # initialize the points.
for row_idx, row in enumerate(bmpArray): # iterat…
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Thank you very much for your work. Thanks to you, I was able to make the first iteration of the game. I have a question about liquids. Should the liquid spill system be prescribed in the module or can…
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For big worlds and transitioning from far away near to the ground, a smooth LOD transition would be a great improvement in terms of qualtity of landscape.
Having the "plop" or still the visible dithe…
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When I use `scene.pickPosition` and `globe.getHeight` to get object/terrain height at the cursor position hovering over the voxel layer picks the position of the terrain below the voxel or nothing if …
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Hello
I think Skeletal animation is not for pixel art or voxel art
Frame Based animation allow designer to keep the model consistant, each voxel still in its voxel space (grid)
Would be nice to add…
ghost updated
7 years ago
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Hey,
I did find your `Voxel File Windows Explorer Thumbnails` on itch and I've seen you are supporting the .qbcl file format. I've a similar library like this one and I've already reversed engineer…
tostc updated
3 months ago
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We can use this open source character creator program to help document parts about the layering system, there are a good handful of open bounties for helping with such too: https://github.com/webavers…
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Fans would be a new testing element, that create a limited-range airflow that pushes and pulls objects, like a limited range funnel.
- Takes up 1x1 space
- Sucks through portals
- Polarity can be…
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Hi,
First of all, thanks for sharing this pipeline, it's a great and helpful resource!
A small comment in case you/others still use the code - ROI volume calculation sum the value of the ROI i…
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**Is your feature request related to a problem? Please describe.**
Currently, the balance sampling’s positive window is defined by the corresponding label of the window’s central location. We need th…