I spent a week on this, and I'm glad I got to work with voxels, there's still stuff to improve and add
An optimized (as much as I could) voxelizer, and voxel destruction #garrysmod #gmod #savegmod
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I spent a week on this, and I'm glad I got to work with voxels, there's still stuff to improve and add
An optimized (as much as I could) voxelizer, and voxel destruction #garrysmod #gmod #savegmod
no flood fill(
if this becomes an addon will it be possible to specify voxel "resolution"/density?
@hasty nimbus didn't you work on something similar or am I tripping
Yeah, it's on the workshop
voxel gibs would be epic
Its already there, but with some bugs and no physics I cut it for video
this must be genuinely crazy with rubat's lightsabers
Jesus that's impressive
@gusty moat 
teardown in gmod
Do you have a github repo for this? I would love to see how it works internally.
Theres no repo yet, I plan to publish one once the addon is ready for release
I cant even guess when the addon will be done :D I dont want to release something raw on the wrkshop again
"Deformation"

no

Simplex noise
Good thing I was coding voxel terrain, and along the way I ended up making a simplex noise module too :P
You were working on voxel terrain as well?
How'd that work out?
Voxel terrain from simplex noise, with culling, shadows from mesh.Color (no greedy meshing :c) #gmod #savegmod #garrysmod
Without greedy meshing and with functioning collisions? Damn
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
idea from meetric video
That's awesome
corrected
Simple voxel parting.
#gmod #savegmod #demonstration #addon #teardown #voxel #vox #ty4a #garrysmod #pixel #3d #destruction #mesh #sourceenigne #source #source1 #valve #technology #tech #sandbox
sick
ace of spades
Honestly? This is pretty fuckin' cool
How difficult would it be to darken the voxels near the impact area? That would greatly enhance hit feedback
I actually planned this :D Honestly, its not that hard
we're getting teardown in gmod before gta 6
This shit really needs Sparse Voxel Octree binary module 
How do you figure out what color each voxel needs to be and where it is?
do you do some sort of 3d traces on each axis?
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