Is your feature request related to a problem? Please describe.
Resonite offers a large number of procedural meshes and some basic mesh processing options. However those are mostly individual shapes and sometimes more powerful behaviors could be achieved by combining those building blocks with a more elaborate processing system, which is currently lacking.
Describe the solution you'd like
Building on top of ProtoFlux's DSP system a new context and set of nodes (that will grow over time) will be introduced, which allows for generating and processing meshes programmatically. This includes nodes that generate various procedural shapes, that combine them or that provide various processing functionality - e.g. computing normals, subdivision, decimation and so on.
It would also be possible to write custom processing system that operate on the individual vertex/triangle data, either generating those from scratch or modifying them.
This system would offer a powerful pipeline for building tools and interactive worlds for working with meshes, adding to the available toolset for content creators.
Describe alternatives you've considered
N/A
Additional Context
Once in-game mesh editing is implemented, it will naturally combine with this functionality. The in-game mesh can be fed as an input into a mesh DSP, doing additional processing and reacting to the changes in realtime (as processing speed allows).
This would make this pipeline roughly equivalent to the modifiers in Blender, where user can edit a base mesh data, which is then processed with modifiers (like subdivision and remeshing options) for advanced modelling.
Is your feature request related to a problem? Please describe.
Resonite offers a large number of procedural meshes and some basic mesh processing options. However those are mostly individual shapes and sometimes more powerful behaviors could be achieved by combining those building blocks with a more elaborate processing system, which is currently lacking.
Describe the solution you'd like
Building on top of ProtoFlux's DSP system a new context and set of nodes (that will grow over time) will be introduced, which allows for generating and processing meshes programmatically. This includes nodes that generate various procedural shapes, that combine them or that provide various processing functionality - e.g. computing normals, subdivision, decimation and so on.
It would also be possible to write custom processing system that operate on the individual vertex/triangle data, either generating those from scratch or modifying them.
This system would offer a powerful pipeline for building tools and interactive worlds for working with meshes, adding to the available toolset for content creators.
Describe alternatives you've considered
N/A
Additional Context
Once in-game mesh editing is implemented, it will naturally combine with this functionality. The in-game mesh can be fed as an input into a mesh DSP, doing additional processing and reacting to the changes in realtime (as processing speed allows).
This would make this pipeline roughly equivalent to the modifiers in Blender, where user can edit a base mesh data, which is then processed with modifiers (like subdivision and remeshing options) for advanced modelling.