building-blocks
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A voxel library for real-time applications.
Just a heads up: the links to 'access traits' and 'chunk map' under 'Getting Started' on the main docs.rs page lead to unavailable resources. Also the page is titled 'Crate...
This adds bevy-inspector-egui, and outputs FPS per frame via this. so for some reason, trying to add the dependency to bevy-inspector-egui to bevy_utilities, resulted in strange errors, I believe originating...
This is still not correct as can be seen in the image below, but I think it is close. It can surely be more optimised as it is likely calculating...
Something like this I think. In the test I was trying to use 1x1x1 lod0 chunks and a 2x2x2 superchunk and lod0 extent, thinking that it would downsample the 2x2x2...
👋 Hey there! I tried running the example and ran into some potential issues. What happens when I run the example:  What I expected from the docs:  System...
 It seems like there are two issues contributing to the artifacts: 1. Non-manifold complexes 2. Interpolation between "unlit" normals and "lit" normals When you see random isolated black spots...
I know this is planned, but I have an idea on how to do this that I like to share, although I haven't managed to implement it myself. A cheap...
I have a use-case where I need to generate a 2D navigation mesh for a non-voxel game. Currently I have a mesh that looks like this ( pardon the green...
This project seems very nice; I'm probably going to be using it as a voxel engine for my game (https://github.com/iMplode-nZ/Autofactory), but I need to run collisions between two different voxel...