Jump to content

Alternative to Voxelmancy/Vertex Tool


TrueShoba

Recommended Posts

Don't get me wrong, I like that not all voxel simply cubes, but as the system works now is just plain wrong. I watched 3 videos about voxelmancy just to realize that the system is not good at all. It's unintuitive mess. And for what reason?

If I understand the way voxel work correctly each voxel does have 8 points, which can be moved up to +/- 1/2 voxel size into any direction, but they share 1-4 points with any neighbouring voxel, depending on how much contact they share (area, edge, point). So why not (i want to use the word simply, but I know with game development, nothing is simple) add a tool (useable in build mode), which shows all visible vertices (only from voxels which are there and/or visible). You can select them by clicking them or deselect by clicking them again or aiming at nothing. Then you can move them by using the cursor or page up/down buttons just like with any regular element/voxel construct, by 1/8th voxel or so (maybe fine tune it by pressing shift). I know that I just basically explained vertex edit from any traditional 3d software (blender, 3ds max, etc), but there is a reason why these exist. Imagine you had to do the same in blender to get a small cylinder you have to do in DU.

Link to comment
Share on other sites

As I recall, in Minecraft a voxel is defined by its position in space (x,yz) and a material - it is of fixed size and shape.
In DU, a voxel is defined by a position in space (x,y,z), a material, and a (1) vertex whose position relative to the voxel position can vary within a restricted range.

(Note: this explains why a core is seen to have one less "voxel" than advertised - it takes two voxels to define 1 edge [3 to define 2 edges etc.]).
What we see in voxel systems is defined (in part) by the vertices whose voxels have a material defined and also border those that have no material (sometimes called air voxels) - so interior voxels (those surrounded by voxels with a material) are never rendered.
The primary reason for using voxels is that they allow "real-time" modification (changing the material or vertex position) of a voxel which is readily rendered. In particular it allows "destructability" used in terraforming (mining) and PvP.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...