Andy Hall (fenomas)

Results 65 comments of Andy Hall (fenomas)

> I imagine #develop is one draw call per chunk now? @MCArth Yes - try it out! Strictly, it's one draw call per chunk per material, and block faces that...

@MCArth I just pushed updates to noa and noa-examples. The noa changes basically speed up meshing by about 3-4x, you should really notice the difference. The main change in examples...

Hi, thanks for the feedback. Yes, the idea behind having so many core features built as components is to make it easy to remove and override things. E.g. to replace...

Closing this as the feature seems to work, if anyone finds bugs file a new issue please!

The short answer is this isn't in the engine yet. Terrain physics is done in [this library](https://github.com/andyhall/voxel-physics-engine). It would be possible (but nontrivial) to add support for blocks with a...

@Patbox: I think the best approach would be to start with the dependency [voxel-aabb-sweep](https://github.com/andyhall/voxel-aabb-sweep). That library takes an AABB and a direction, and then "pushes" the AABB along that direction...

Hi, thanks for letting me know. Was there any special trick to reproducing the issue you saw? It doesn't seem to be happening for me in Windows, on the same...

Agreed, looking at the old issue linked in the bugfix code, it could definitely be tied to windows revisions. Anyway though I can't reproduce it, I could tweak the current...

Hi, I pushed a fix to #develop which should hopefully cover this. Can you have a look?

Hi, so I could be misunderstanding the question, but in general I think light will always go through blocks unless you set up Babylon's options for handling shadows. Doing "real"...