Open HexaField opened 1 year ago
for the primitives i can just let it be a model component, and add the respective shape/geometry on it in three js when the component is added to the scene
now i have a question do we create separate components for all the shapes , or just a single component, with a dropdown for the shapes?
we might want to rework the ground plane component into this primitive component
questions,
how do we handle csg for more than two entites interacting? union and intersect can be done on multiple, what is the expected behavior for difference on multiple entities? for the csg we could follow different UX
for multiple entity interaction , we could follow what godot does
csg is constrained to two entities at a time
we might want to rework the ground plane component into this primitive component
No, ground planes are not solid geometries and have special logic associated.
for the primitives i can just let it be a model component, and add the respective shape/geometry on it in three js when the component is added to the scene
now i have a question do we create separate components for all the shapes , or just a single component, with a dropdown for the shapes?
It should just be the model component, and we have a special menu to add primitives. No need to add components for each.
got that, lets start with that
done with the geometry, its going to be a while before we can focus on the other and advanced features
I'm ready to integrate csg when needed
It would be great to be able to throw primitive shapes into the scene in as easily as other objects, and even able to draw objects. Things like cubes, spheres, planes, etc
These should be saved out as GLTFs upon scene save
MVP
Primitives
Other Features
Advanced Features