#Voxelizer / Voxel destruction

1 messages · Page 1 of 1 (latest)

broken harbor
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no flood fill(

tidal torrent
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if this becomes an addon will it be possible to specify voxel "resolution"/density?

astral tree
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@hasty nimbus didn't you work on something similar or am I tripping

hasty nimbus
broken harbor
dawn talon
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voxel gibs would be epic

broken harbor
broken harbor
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Honestly, pretty fast shiggy_dotgg_femz

tidal torrent
hasty nimbus
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Jesus that's impressive

broken harbor
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@gusty moat 25555

broken harbor
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and now - the parts :P

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with phys maybe

frigid hound
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teardown in gmod

hasty nimbus
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Do you have a github repo for this? I would love to see how it works internally.

broken harbor
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Theres no repo yet, I plan to publish one once the addon is ready for release

broken harbor
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I cant even guess when the addon will be done :D I dont want to release something raw on the wrkshop again

broken harbor
hasty nimbus
void veldt
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is that made with physicsInitMultiConvex?

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and does it preserve constraints

broken harbor
void veldt
broken harbor
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Simplex noise

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Good thing I was coding voxel terrain, and along the way I ended up making a simplex noise module too :P

hasty nimbus
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How'd that work out?

broken harbor
hasty nimbus
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Without greedy meshing and with functioning collisions? Damn

broken harbor
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Im doing all of this for my own learning, to explore voxelss

hasty nimbus
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That's part of why I'm interested, I've done a lot of poking around with voxels but I've never done anything this involved

pure orbit
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That's awesome

broken harbor
broken harbor
broken harbor
dawn talon
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sick

pure orbit
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ace of spades

broken harbor
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fastfastfast fastfast fast

thick sail
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Honestly? This is pretty fuckin' cool

brazen sequoia
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How difficult would it be to darken the voxels near the impact area? That would greatly enhance hit feedback

broken harbor
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I actually planned this :D Honestly, its not that hard

astral tree
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we're getting teardown in gmod before gta 6

broken harbor
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This shit really needs Sparse Voxel Octree binary module funny

broken harbor
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optimized collisionssss (and betterrr)

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OLD1 | NEW2

agile dock
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Has this released? @broken harbor

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If not can me and a friend beta test it pls?

wind linden
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How do you figure out what color each voxel needs to be and where it is?

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do you do some sort of 3d traces on each axis?

thick sail
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My guess is that it's built based on the model's triangles and their UVs. I'd be curious to hear what the real answer is

hasty nimbus
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The way I've tackled that problem on my own end is by interpolating uv's and reading from render.ReadPixel on the texture