Will probably want to ensure we have backsides for all walls (including gridmap external walls).
Voxel size? How many LODs? Probably should be tweakable in settings as a performance option. Just a guess, no bigger than 0.5m, so it fits nicely with our 1.5m^3 gridmaps plan.
Largest open space using voxels is intended to be a large underground cavern with some constructions on the bottom and sides. 500m^3? 1km^3?
With 0.5m voxels * 16 per LOD = 8m for LOD 0 (about torch/lamp distance), 16m for LOD 1 (about bullseye lantern distance), 32m for LOD 2. 1000m/32 = ~32 LOD2 segments.
MATERIALS
Procedural texturing based on normals (floor is gravely, walls/ceiling rocky, some areas coal)
Godot 4 supports generating navmeshes at runtime, and even without that, we could select triangles on the mesh, and use them as the navmesh. For example, we could define a max floor angle, go through all triangles on the cave, and any that point up above that angle, we add to a navigation mesh. Bridging with the hand made dungeon one would be a tad more complex, but not that much.
Is integrating the Godot Voxel Tools addon as another 'world' in our system (like 'procedural_world' is the base for everything currently) and testing generators, collisions, etc, with that a separate enough thing that someone could work on that now usefully and later have us integrate it, once we have the idea of different dungeon branches and a way to connect our Gridmaps areas to the voxel areas?
I envision the Voxel stuff existing alongside the current system, basically a sibling of the gridmaps we have currently. Where the gridmaps are, we would just carve it all out of the voxels. But they would just exist alongside each other.
https://voxel-tools.readthedocs.io/en/latest/smooth_terrain/
Will probably want to ensure we have backsides for all walls (including gridmap external walls).
Voxel size? How many LODs? Probably should be tweakable in settings as a performance option. Just a guess, no bigger than 0.5m, so it fits nicely with our 1.5m^3 gridmaps plan.
Largest open space using voxels is intended to be a large underground cavern with some constructions on the bottom and sides. 500m^3? 1km^3?
With 0.5m voxels * 16 per LOD = 8m for LOD 0 (about torch/lamp distance), 16m for LOD 1 (about bullseye lantern distance), 32m for LOD 2. 1000m/32 = ~32 LOD2 segments.
MATERIALS
Procedural texturing based on normals (floor is gravely, walls/ceiling rocky, some areas coal)
Rock https://ambientcg.com/view?id=Rock031 https://ambientcg.com/view?id=Rock037 https://ambientcg.com/view?id=Rock033 https://cc0-textures.com/t/st-cave-rock-1
Coal https://ambientcg.com/view?id=Rock035
Gravel https://cc0-textures.com/t/cc0t-gravel-011 https://cc0-textures.com/t/cc0t-gravel-015 https://cc0-textures.com/t/cc0t-gravel-013 https://cc0-textures.com/t/cc0t-gravel-020 https://cc0-textures.com/t/cc0t-gravel-021
NOTES BY STEWIE
General opinions on how navigation might be done in Godot Voxel areas (mines, caves): https://voxel-tools.readthedocs.io/en/latest/navigation/
Is integrating the Godot Voxel Tools addon as another 'world' in our system (like 'procedural_world' is the base for everything currently) and testing generators, collisions, etc, with that a separate enough thing that someone could work on that now usefully and later have us integrate it, once we have the idea of different dungeon branches and a way to connect our Gridmaps areas to the voxel areas?