Open MrTopom opened 7 years ago
The idea is to provide a set a simple command for usually thinks to do.
Sample 1: Provide some different roofs like here https://cdn-business.discourse.org/uploads/stonehearth/_optimized/1d7/9f2/1257bc33c63_690x417.png
Selecting the perimeter of your top face house you could then generate a roof from different roofs set.
Sample 2: Generate Castle or house with typical architecture aspect
Sample 3: Generate Some island/mountains/sea
Sample 4: In a model, define some water source and then add the voxels for the falling water.
So my initial idea is this: You select the shape tool and a "variation". You then drag an area and it fills the area according to the variation. Variations are math formulas as described here: https://github.com/simlu/voxelshop/issues/43#issuecomment-258135187
This will be implemented as part of https://github.com/simlu/voxelshop/issues/43
Once that is done we will revisit what still needs to be done.
There are actually two tasks in here. One is the procedural creation and the other is exporting.
Procedural is different from tools.
So there is development to create new tools, based on new behaviors and on the other side create a procedural format/tiny language to be able to use those behaviors.
Yes, but the shape tool will use the "tiny programs". And a "procedural generation" is just a tool flavor with a different "tiny program" (algorithm).
As I need it for my current project, I just initiate an issue related to this aspect.
I have to create different geometric objects of different sizes AND have some meta information extracted from the generation (Bounding box, surface perimeter...).
Sample ideas:
Description
box sx:10, sy:10, sz:20, id: base meta-data src:base data:top-face
VoxelShop Activity
load-desc base.desc save models/base.vsd export target-dir/base.dae save-meta target-dir/base.meta.txt
would create a base.vsd file, the corresponding dae file and also the meta-information. Directly in the Unity directory.