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)
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