voxel's People
voxel's Issues
out-of-view chunk culling
out-of-view chunk culling may greatly increase performance
fix odd shadows
odd hexagonal shadows generate
increase terrain generation performance
may be achieved via a compute shader?
infinite terrain
Infinite terrain with loading / deloading of chunks would be nice
Terrain may still have artifacts from chunk instantiation
player camera can look inside of meshes
player behavior is strange when moving against wall and jumping
player moves erratically when attempting to move into terrain and jumping.
improve chunk rendering speed
Terrain cannot be updated after startup
Ideally, terrain generation should support seed/chunk manipulation after startup.
Terrain should regenerate if changes are found, otherwise it should stay the same.
Mirrored terrain generation
terrain generation is mirrored along a diagonal axis.
Improve Code Documentation
Code documentation is extremely lacking and should be a lot better to allow for understanding.
Some of these scripts are gnarly, so better documentation would really help down the line.
in-game enabling of FreeCam
Add ambient occlusion
Remove extra vertices from chunk meshes
Occurs during chunk mesh generation
Multiple occurrences of the same vertex exist in a chunk. This could be improved by making triangles share vertices, instead of creating new ones.
Better terrain generation
Better terrain generation can be achieved by layering multiple types and strengths of noise.
This will allow for the generation of more natural landscapes, as opposed to the current swiss-cheese style landscape.
improve chunk mesh algorithm
chunk mesh algorithm can be improved by only storing vertices visible from the outside. This should also make it less likely for the 65536 vertices limit to be hit.
voxels completely inside of the mesh can be discarded entirely.
Adaptive charcter spawn
Character should attempt to find the most suitable location when spawning in.
Ideals:
- as close to the middle of the map as possible (in terms of X, Y, and Z position)
- on top of a solid block
Free Cam
chunk render distance
Implement chunk rendering distance
decrease voxel size
Camera Zoom
zoom camera (potentially by decreasing FOV)
render distance off by 1
render distance seems to be off by a certain amount
3D noise doesn't work well (New 3D Noise algorithm needed)
3D Perlin noise is the way to go here, but a custom 3D Perlin noise function is needed to allow for more "realistic" terrain (Minecraft-esque)
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