Voxel World
Experimenting with a Voxel engine Unity asset to see if it would satisfy an idea I had for a deformable-terrain turret game.
Unfortunately there wasn’t a good solution for managing per-voxel values, eg current damage, and processing the removal of multiple voxels at once, eg by an explosion, was extremely slow to process. In the end I abandoned the level of simulation that this could have given in favour of something more achievable and managed.
On today's #sideProjectMonday I started learning how to use Ultimate Terrains by @AmandineEnt; hopefully I can get to the point where it's another tool in my belt!
— Jez 🌻 (@NinjaJez) December 2, 2019
Initially just playing with biomes and levels of detail. Curious how to resolve artefacts around seams. pic.twitter.com/h7vXfFYLyq
Continued to play with @AmandineEnt's uTerrain package this evening, figuring out how to use the Terraces filter - and how to mess with the code of it too! That opens up some doors to future fun :D pic.twitter.com/pwn5QiMqC6
— Jez 🌻 (@NinjaJez) December 4, 2019
The strange diamond patterning turned out to be an artefact of simplex noise generator manifesting in the mesh; switching to perlin noise made it go away. Curious about what's going on there, but glad I found a solution as it was most annoying! pic.twitter.com/IxGLD3Ott2
— Jez 🌻 (@NinjaJez) December 4, 2019
Continuing to experiment with @AmandineEnt's uTerrain #unity3d asset. I've coded a custom Platform node to generate the biome effect I wanted to try, and was able to trivially include it in the node graph editor provided.
— Jez 🌻 (@NinjaJez) December 7, 2019
Enjoying how extensible this asset is! pic.twitter.com/TX3d5fUXxg
A couple more pokes, and suddenly surfaces started going missing 🤔 That's a mystery for tomorrow's Jez to have a look at! pic.twitter.com/z0dvUfa07u
— Jez 🌻 (@NinjaJez) December 7, 2019
Solved! Turns out each chunk of voxels was creating its own random heightmap, so the boundaries between chunks didn't line up whilst the biome engine assumes a given biome will be consistent. pic.twitter.com/qrW2yRjFUI
— Jez 🌻 (@NinjaJez) December 8, 2019
Today on #SideProjectMonday on Thursday I got further with playing with @AmandineEnt's uTerrain tool, having a go at holding per-voxel damage info and dealing AoE damage with each projectile. This scaled poorly; I need to find a more efficient way of iterating through voxel data! pic.twitter.com/DPToJRbqWY
— Jez 🌻 (@NinjaJez) December 19, 2019