It depends on how complicated the CSG is. If it doesn’t have any curved edges or thin areas, it works. I haven’t tested it on MeshParts, but I’d assume it’s the same case.
Raycasting will give you back the position where it hit and the surface normal, so the algorithm shouldn’t care what kind of part it actually is. Only have to watch out that the hitbox is refined enough or it’ll look weird probably.
Yeah, it uses some of this math by Fractality_alt to handle surfaces. I dunno why it has a lot of trouble with curved edges 'n stuff, though. I’ll see if it’s something I can fix after everything else is in working order.
Before mesh importing, I was always fascinated by how builders on Roblox would be able to pull off cars mainly using triangle tools. Cars are so complicated in their shape compared to other things you see everybody build. They’re like sculpted bubbles. Although we now have mesh importing, I wanted to give myself the challenge to figure out how to do sculpted cars myself. I was given tips as I went from a veteran car builder on Roblox and I couldn’t be happier with the results. It’s a ton of work, and mesh importing is The way to be doing things like this, but the amount of building knowledge I gained from this challenge was absolutely worth it.
My car of choice was a Tesla Model 3. It took two attempts to get it right!
Learning the great joy of architectural modeling and alignment methods.
This literally took me all day - I restarted it twice because I found 1 object that was rotated by 0.029, it was then cloned repeatedly and the whole thing was ruined. I think it turned out pretty well in the end though, you can tell it’s a little Roblox-esc.
I’ve made a few skyboxes in Roblox, and seeing you have a tool to make it easier makes me very jealous! I always wished Roblox had something built in to help make the skybox building much easier.
working on a newer approach to terrain generation.
the old way basically added a bunch of noise together and made something out of the result.
this splits the map into separate areas, allowing to apply different noise patterns to different areas.
I’m considering just sending the map seed to the client and let it do all the generation (as my rig can currently generate this in under a minute), but that runs the risk of someone just deleting terrain on their client and being able to fly wherever they want…