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Blog Comments posted by SpiderPig
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I've also changed the class name from VoxelTerrain to VoxelObject. There's no reason this can't be used for smaller destructible objects as well.
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I've been programming for nearly 20 years and I'm still learning! The main thing is that we have fun in the process.
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My game centres around floating islands where each island acts like a small planet. There is also gravity anomalies surrounding the edges of the islands that can have no gravity at all or it can be reversed. Had it working in Leadwerks a few years back and it was quite fun.
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So that would mean a limit of 16 floats per material? That's not too bad. I guess we can store other data in a texture or something if we need to.
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Will there be a way for the end user to add and edit uniforms for custom shaders?
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Awesome! Will you make a yearly billing option? Sometimes I like paying for everything all at once.
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Looking great!
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That's looking really good. Looking forward to having a play around with it.
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Looking so good, great job!
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It's looking good.
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Glad your making progress. It is nice to get the big stuff out the way, even if it takes weeks.
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Wishlisted!
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Look forward to seeing those results!
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Looks very nice. I'd like to see it tested with a large outdoor environment. Are there any limits in terms of shadow range?
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Exciting stuff, can't wait to see it in action.
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I just downloaded Brave browser and I like it!
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I'm interested in getting this to work on a small outdoor scene. Are voxels automatically calculated when we load a model? And does it only work with point lights at the moment?
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Good idea. I actually like the new theme.
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This is great. Can't wait to see how this effects my large terrain mesh.
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I haven't finished it yet, but it is still in the works. I will be finishing it off once I finish my terrain shader for Leadwerks 5. After that I'll see if the grass works with the Leadwerks 4 terrain and then upload it. Basically all I need to do is get the grass to appear on a grass texture layer and use that same texture to colour, scale and rotate each blade.
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Do voxels work by default or do I need to set up some things first?
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Looks great! What if we wanted to animate an object manually? Like use code to make a player walk over certain obstacles, is this possible?
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I'll download and try it in the morning. What else do you need to do before release?
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I think this is a great idea ?
Voxel Terrain Part 2 - Voxelization Methods
in The Seventh World
A blog by SpiderPig in General
Posted
In this 128^3 terrain there is 512 components and 488 of them are active (they have a mesh). I want to make it that the size of a component can be dynamic when LOD is enabled otherwise for large terrains the component count could be excessive. The component size here is only 16^3.