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Transformation Matrices for Build Spaces


Dodgin

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A big driver of the xs borg cubes is the build volume. Optimizing your build volume for maximum parameters will naturally be the course players choose to take in a combat game. Undoubtedly changing data storage format for the voxels at this point would be prohibitively expensive.

My suggestion is to store an additional metadata field or lookup that contains a coordinate space transform matrix of the voxel data so that we can have different build space options.

I would very much like to not have to fly around in a box, and I think this would help. thank you for hearing my ted talk

 

en francais

 

Une des plus grande raison d'allez avec le xs borg cube c'est le volume de construction (build volume). Optimiser le volume de construction pour un maximum de parametres va naturellement encourager les joueurs a choisir ce modele pour les combat dans le jeu. Sans doute changer le format de storage de data pour les voxels a ce point serait tres couteux. 

 

Ma suggestion est de storer un champs metadata additionnel ou une verification qui utilise une matrix de coordonnees d'espace de transformation (coordinate space transform matrix) de donnees voxel pour que nous puissions avoir plus de differentes options pour contruire.

 

J'aimerais beaucoup ne pas avoir a voler dans une boite et je pense que ca aiderait! Merci d'etre a l'ecoute!

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