Closed spacechase0 closed 4 years ago
There is some degree of non-cubic voxels capability in the current blocky mesher, but it's untested and the interface to set them up is just missing.
don't know how practical that is with hiding connected faces and whatever else is required for performance though.
Non-cubic voxels in general won't benefit from face occlusion indeed. There is some research to be done to find eventual techniques to make it work while conserving a decent meshing speed.
There is an issue open about it already: https://github.com/Zylann/godot_voxel/issues/78
Sorry, I thought I looked through the issue list a couple times. I must've passed right over that.
@spacechase0 FYI, the only thing different between my fork and Zylann's is the fps_demo directory on master.
Ah, okay. I found the full_gdscript
branch there.
I noticed in the screenshot here there was apparently a way to have voxels not be a cube. But from what I've read that was from the pure GDScript version, and hasn't been reimplemented yet.
I just looked at the
full_gdscript
branch on tinmanjuggernaut's fork and it looks like it was done just with another voxel type, but to me it seems a more flexible solution that took in a static mesh or something to allow more types (like, Minecraft slabs or stairs) without having to edit the module each time would be more useful. I don't know how practical that is with hiding connected faces and whatever else is required for performance though.