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  • Dec 19 2019 00:04
    richardbiely closed #59
  • Dec 19 2019 00:03
    richardbiely labeled #71
  • Dec 19 2019 00:02
    richardbiely closed #72
  • Oct 20 2019 07:23
    richardbiely labeled #72
  • Oct 20 2019 07:23
    richardbiely commented #72
  • Oct 19 2019 17:06
    Tsilliev edited #72
  • Oct 19 2019 17:04
    Tsilliev edited #72
  • Oct 19 2019 17:03
    Tsilliev edited #72
  • Oct 19 2019 17:03
    Tsilliev edited #72
  • Oct 19 2019 17:02
    Tsilliev opened #72
  • Jun 15 2019 19:00
    theangrybagel commented #71
  • Jun 15 2019 19:00
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  • Jun 15 2019 18:55
    theangrybagel commented #71
  • May 26 2019 13:01
    aesliva commented #64
  • May 26 2019 12:57
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  • May 25 2019 23:23
    u-andrew commented #64
  • May 25 2019 22:04
    aesliva commented #64
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    u-andrew commented #64
  • Mar 10 2019 20:57
    Hertzole opened #71
  • Feb 21 2019 23:44
    aesliva commented #70
Aston Baucom
@Shadowraix
Alright, cool.
I've always looked at terrain generation, but never really could work my head around generating something nice and all. Thats why I liked this project. At least it does the optimization heavy lifting for me so that should help a tonnnnn
Are there docs anywhere telling me what I should modify etc when it comes to terrain gen, structures, or blocks?
I had assumed it was the config folder its just im afraid of messing something up lol
also pathfinding
Aston Baucom
@Shadowraix
I don't know how difficult it would be with the optimization techniques you use, but something like physics based blocks like sand? Maybe when a block is destroyed I can check nearby areas for sand and apply it?
Aston Baucom
@Shadowraix
Resources/Config seem to be it
Aston Baucom
@Shadowraix
Tryna figure out biome implementation
Aston Baucom
@Shadowraix
Is the terrain gen file what I could edit to get it done or do I have to go deeper in the files?
Configurable_Extend maybe
XeonG
@XeonG
hey rich see you back to making some more updates on the voxelmetric.. are you going to do that shader and will it support the magicavoxel light blocks? that would be really cool to have those sort of self illuminating blocks especially if they could be textured aswel
Richard Biely
@richardbiely
Hey. Well, if I have time maybe I’ll do it. I have many thing on my mind but just can’t get to execute
them
Before starting doing anything new I’d rather stabilize and finish the currently pending things - connected block texturing issues and stretched textures on optimized meshes
XeonG
@XeonG
I remember you saying the stretched texture thing was something you were going to fix in a shader instead.. is that still the planned approach? also a recent newer comer in the unity voxel frameworks on the store.. https://forum.unity.com/threads/wip-voxel-play-infinite-world-generator.510933/ ...using geometry shaders, i still think voxelmetric has really good speed though the voxelized light spread stuff is good for caves
Richard Biely
@richardbiely
Yes, in the shader.
as for the other project, it looks nice and it’s obvious the guy can afford to invest quite a lot of time into it
i dropped the geometry shaders right in the beginning because
they are not available everywhere
XeonG
@XeonG
oh didn't know that
XeonG
@XeonG
was just checking out the latest.. but it seems you changed ChunkEvent.. its now ChunkEventSource only the edited file is missing for it in the commits. ref for it in ChunkStateManager.cs
Richard Biely
@richardbiely
You're right. Fixed & thanks ;)
Dutch-420
@Dutch-420
Hi, i was wondering if this is still an active project?
im having issues with my old world generation (very old one voxelmetric by alex) and saw this newer project.
figured it was worth a try and performance is much better.
however i really really dislike the merged texture thing which makes it look really cheap.
is there a way to just turn this of until the shader to fix this is implemented?
Tsilliev
@Tsilliev
Hello, about the stretched texture, I found another shader: https://www.blog.radiator.debacle.us/2013/02/a-smoother-triplanar-shader-for-unity.html
Grass texture is no longer stretched, but....the trees and grass are using the dirt texture now, I guess I should see how to make them use another shader?
Tsilliev
@Tsilliev
Ok after some tweaking here and there managed to fix the grass and tree materials to use their own
You have to go to VoxelMetric - Resources - Configs - Default - Blocks, then open the file wildgrass, at the last line instead of "material": "ChunkColorUV", have "material": "mat_wildgrass", after that create new material as strandard, name it "mat_wildgrass, choose the wildgrass texture for Albedo, and make sure instead of Opaque to choose Fade, here are pictures:
Of course this had to be done for the tree log and tree leaves
Tsilliev
@Tsilliev
One problem which I am still not sure how to fix that easily is side grass texture: http://prntscr.com/plpyjp
Richard Biely
@richardbiely
Hi, thank you for the interest in the project. However, if it's the old Alex's one you're using I'm not offering any support for it. My project doesn't share almost anything with the old one but the name.
In my spare time I'm working on a very improved Voxelmetric but it's not public anywhere and I have no release date.
I'm always open to merge pull requests to richardbiely/Voxelmetric, though.
XeonG
@XeonG
damn... been a while, I ended up moving to voxelplay but did spend much time with this framework, I do kinda wonder what you've done with it since
Ahmed-Loay
@Ahmed-Loay
so guys
i just trying to get into voxelmetric
and there is like a texture problem when running the texture example scene
the textures sorta stretch across blocks
until they get updated
or something like that
Dmitrii Tumanov
@diffins
Hello! Is someone still using the project? What kind of success?
Richard, I wanted to ask you if you could share information about the development of the new version of voxelmetric =)
XeonG
@XeonG
If using unity and you want a deceent voxel framework that is based on cubes and not smooth terrain voxels its voxelplay, highly recommmend it, isn't much else to recommend really. Voxelmetric just had issues that needed fixes and also a lack of features, though performance and codebase was pretty good ...always interested to see what richard has been working on with the new one though :)
Dmitrii Tumanov
@diffins
I agree with that. I tried many voxel engines and only Richard's engine seemed to me the way it should be.
First of all, I'm talking about performance. It's amazing.