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Separated voxel environments #39

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KenneyNL opened this issue Jul 21, 2015 · 3 comments
Open

Separated voxel environments #39

KenneyNL opened this issue Jul 21, 2015 · 3 comments

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@KenneyNL
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(Please note; while this is a feature request of some sort I do absolutely understand that this might be huge undertaking, and possibly never make it in)

Allow for separated voxel environments from the main terrain. Simple example: a boat base, on which the player can place voxels. The boat (as it is a separated game object) can then move around the main world.

Example

@Dalez
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Dalez commented Jul 21, 2015

This would be awesome for sky islands as well, rather than putting more pressure on higher terrain which then creates sky islands, you could create a new voxel environment above y (say 300+ for example) and have only sky islands on that voxel environment.

@Ecu
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Ecu commented Jul 25, 2015

Technically, since a voxel volume uses Unity colliders (from what I understand), wouldn't this actually be quite simple? It would just require Voxelmetric being able to spin off new voxel 'worlds' separated from the main world.. and then you should be able to use Unity to detect collisions.

At least from my limited understanding of how said systems work. I've still been too preoccupied to really dive into it, but I wanted (and suggested in Gitter) a similar feature that I wanted to use for falling trees and the like.

@alex-irt
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@Ecu ah I didn't realize that this is what you meant before.

This is possible if the world is changed from a singleton (so there can be more one world) and various blockpos to vector 3 translations start taking into account the world's rotation and location. It would be pretty cool for detached terrain and vehicles but it will be quite low priority for a while.

@alex-irt alex-irt modified the milestone: Voxelmetric Alpha 2 Sep 29, 2015
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