DigitalLibrarian / VS2010Projects

Bunch of unorganized mess
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General rocks/ores #5

Open drewsears opened 8 years ago

drewsears commented 8 years ago

A few ways we could do this. One, where we do a minecraft and dumb every blocks down to basic " ore", rock, dirt, etc. Another way is like Df where everything is made out of a named substance . The real question is how many materials do we want to permit?

i want a happy medium between the 2 where we have a strong list of basic substances that occur and a way for editing more ingame

drewsears commented 8 years ago

how small can our voxels be?

DigitalLibrarian commented 8 years ago

I haven't built in a very robust scaling system yet. The end system will be able to support having many different grid sizes at play at the same time. For instance, the terrain would be built out of one size of block, while a tree "model" might use a different resolution of voxels depending on its surface detail. This looks like it could very well end up being a balancing act for performances and visual appeal.

Once thing I am almost certain of, is that the terrain itself will be one same resolution and that is all we are worried about for phase 1.

For the moment, we must assume all voxels are going to be the same size. I'll create a ticket to remind me that needs to be done.

DigitalLibrarian commented 8 years ago

I'm going for the more realistic DF approach where every voxel has a named substance (Material).

DigitalLibrarian commented 8 years ago

With regards to voxel scaling.

Phase 1 is going to change the way we think of voxel space. Instead of a single grid voxels, i will be more like a 3D texture that can be sampled at any resolution to any degree of accuracy.

The range of allowable resolutions that we use might not be enormous. It could be used to help tweak performance, for example.