#do you plan on experimenting with
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How do you handle entities right on the edge of the divot?
Could something fall through the world from the edge?
yeah its a major step up in complexity
i just instantly though of the tunneling system they got in 7 days to die (which is a voxel based game that just renders as if its a normal 3d game)
a simple one
the approach you took is quite smart though, obvious in hindsight but clever
yeah tunneling would be cool but it'd break down if you tried doing anything too crazy with it
the approach im using now is super addon friendly
so like, i can drive a simphys car into the hole and it doesnt care
the only messed up thing is the wheel detection
cus it does a trace
and uh
its kinda in the world
Sounds like the approach I was thinking of then
I said to myself "No, that would be super annoying to implement" and didn't pursue it further
a simple copy
the floor is defined much larger than it should be and hangs off walls
So, less a copy, and more "a plane"
it does ground traces
not perfect by any means
ill work on it
though directly cutting into world geometry sounds really expensive
Hmmm
Nak's library can give you the world geometry
This is effectively a boolean subtraction of a sphere
That math definitely exists
You'd only need to do it once when the hole is created, so it wouldn't be too bad, I don't think
it wouldnt be efficient enough
getting the geometry isnt the problem its cutting the custom heightmap hole which would cause issues
im probably gonna fix up the simple worldgen which is compromised of 12 quads
it wont be perfect but it doesnt really need to be
unless there was a way to get geometry via a trace
efficiently
i dont think traceline gives me world brush info though
Depends on what info you're trying to get
Aha! So it is a portal! Lol I knew it 😏
The illusion is there, where it’s not. Totally got you. Kinda like a portal, but not really.