I use custom block shapes, but then I need to specify 4 different shapes for closed door and 2 shapes for opened door, each has 3 textureskins. Is there a better way? This makes block quite complex.
Hello again! I was wondering, do you have physics, such as sand or water working yet?
NO, only have a place holder for the future with fluids, such as current and flow, I’ll link a Video showing my debug information where I am planning on replacing the blue arrows with physics.
Hi, your wiki is not update since a long time, I managed to do some custom block shapes and correct the faces display (show block’s faces arround glass blocks, …).
Can I past my code here with the explanations ?
The update is kinda ready… There is a small bug, that rarely happens but I still want to fix it before updating. Maybe I can find some time the next days to look into it.
EDIT: I actually recorded 2 videos back then of the improved performance while using the greedy merger - 3000x70x3000 terrain, with both unshaded and lighting material:
I would like to create a smooth terrain as we see at the game 7DTD.
I think I will need to add many custom blocks mesh shapes to let that happen.
Or do you think there could have another way of dynamically generating such intermediary “blocks”?
I am curious also about performance issues of creating so many custom shapes and also about applying its physics, do you think it may happen smoothly?
Hi.
I was wondering, did the greedy meshing update ever make it into the git repository? I’m using cubes to build an urban / industrial environment, which obviously generates a lot of flat / coplanar surfaces, so the greedy mesher would be awesome for me.
If its still in an unstable half finished state I don’t mind fixing the code up and contributing. I’ve had a lot of fun playing around with this and dont mind giving something back.
It did not, I remember having a weird bug that came up (very) rarely where a face was missing. I never came to fixing it.
Maybe I will have time pushing it into a separate branch so people can play with it. Thanks for reminding me
I’m still actively lurking the forum, but not writing actively atm, so feel free to ask if anything related to Cubes comes up. But yeah, it’s been a long time and there are probably better alternatives right now. Cubes could still be a pretty good starting point for looking at voxel code though.
Thanks destroflyer. It would be cool if you could push that branch somewhere, just so i can take a peek at how you went about implementing it. I dont mind having a crack at solving the bug if i can reproduce.
I’ve enjoyed working with your cubes framework btw, been really fun and simple to get up and running