Well it stores the data in a voxel structure thats what i mean.
ngl I missed square voxel terrain for a while when it got removed, but I got used to things the way they are now. The old square voxel terrain had such an unique distinct style which allowed to create unique stylized blocky games.
Awesome new feature, this will definitely make experiences way more immersive.
Now this is what I call a good update.
It makes sense to sunset the old system.
The new one is far more accurate, and the sticky jello behavior of the previous system isn’t something you’d necessarily want to keep.
Cool update! It’s more realistic now!
This is my only real issue with this migration, it makes working with water when primarily working with parts worse.
All in all what I really want is water with sharp edges so that they can be used anywhere with no need for a 5-stud border around it.
Even Smooth Terrain is still made out of voxels. Each voxel just has an occupancy value that can range from 0 to 1, instead of having to be a specific shape.
hence why I said “square voxels” instead of voxels
“voxel terrain” is usually used to refer to minecraft like terrain since almost all engines store terrain in voxel grids
lol. these voxels are still square. Legacy Terrain had voxels that were shapes. Smooth Terrain has voxels that are percentages. They are still in a regular grid and still technically “square”. It’s just that the shape of the terrain is generated from these percentages rather than being directly built out of shapes.
So cool!
I still remember when this first came out lol
Much welcomed & appreciated. I have a question tho…
Are there any plans in the future for running water… as in falling down-stream or downwards?
Asking a bit much… as I think it could be memory intensive, but there sure are many games that can be added with that.
you know what i mean
i hate it when people are purposely obtuse like that
I considered your original statement ambiguous; I was just adding clarifying information. I wasn’t purposely obtuse until you used a “hence”.
My apologies.
it’s pretty easy to remake with normal blocks, wedges, and the original textures
That’s not the same as the old system that used to generate it automatically for us, not to forget the water which would seamlessly adjust to the environment.
Someone will probably make a plugin one day, there’s a plugin for everything now
Hey @TQNY2! Cascades, streams and rivers or just varying water flow direction are definitely top on the list of limitations for water. We would like to provide improvements there, but we don’t have active plans on solving these issues yet as we are currently focused on other higher priorities. This is very much on our radar, though.
Hey, are there plans to fix the snapping issue when swimming? Currently, character’s snap to certain angles when swimming, and it’s really annoying.
When swimming at these red angles, you snap. If that were fixed, I’d be extremely happy.
(Credits to og post for image)
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