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    Boruki Sadly the editor tools have been removed from the free version. I might add them back later on though.
    Website: https://voxelplugin.com
    Discord: https://discord.gg/58ZqEbg
    Twitter: https://twitter.com/phyronnaz

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      Phyronnaz Obviously would be amazing if you did - much easier than editing it in-game and saving. But more importantly it's good to know I'm not going crazy with not being able to find how it works. Amazing work on this plugin, it's really quite impressive!

      Having looked at your voxel water the other day I had a thought about using material offsetting combined with some depth checks to smooth it/tidy the edges - but I didn't write it down and the idea seems to have completely gone from my head today!

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        I am noticing some issues with chunk generation, when moving the voxel invoker around cracks start to appear in the mesh.

        I implemented some debuging code to see what was going on. For what I can tell the chunks get generated properly at first, however moving the voxel invoker, then resetting it to the original location makes chunks that previously generated properly to have their transitions missing.

        In the following image you can see the Chunks (Black), ChunkTransitions (Red), Highlighted Chunk with cracks (Green), Highlighted Chunk Transition (Blue).

        As you can see at first the highlighted chunk's transition gets generated properly, then moving the Invoker around makes the chunks switch LODs, then setting the location to the original position to reproduce the original LODs results in the cracks in the 2 bottom images.

        Click image for larger version  Name:	Comparison.jpg Views:	1 Size:	137.1 KB ID:	1622821

        I also put some logs revealing that when generating the chunks at "FVoxelRenderChunk::UpdateMeshFromChunks()" the chunk's Transitions Mask is 3 in the first pass, but becomes 0 in the second.

        Laying this out here in case this is a known issue or I am the only one seeing this.



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          Hethger I might have fixed that in the pro version already. I'm not 100% sure though. Are you able to reproduce it reliably? If so can you send me repro steps/a test project so that I can have a look?
          Website: https://voxelplugin.com
          Discord: https://discord.gg/58ZqEbg
          Twitter: https://twitter.com/phyronnaz

          Comment


            Originally posted by Phyronnaz View Post
            Hethger I might have fixed that in the pro version already. I'm not 100% sure though. Are you able to reproduce it reliably? If so can you send me repro steps/a test project so that I can have a look?
            Here, https://www.dropbox.com/s/sqd4yyisx8...ntent.rar?dl=0 Simply drop what's inside the .rar into the content folder of your project with the plugin, open "DebugMap", I've set up the player start and two delays, 3 seconds for the Invoker to change location and change LODs, then 3 seconds for the invoker to go back to the original location and the cracks show infront of the player start.

            I also changed the voxel size to 500 and compensated the voxel world scale to 0.5 to make the cracks more visible.

            Comment


              Hethger Thanks a lot for the repro project! I've found & fixed the bug (after some painful debugging). The fix is rather simple: add
              Code:
               || !ChunkSettings.Settings.HasRenderChunk()
              to https://github.com/Phyronnaz/VoxelPl...ctree.cpp#L503
              Website: https://voxelplugin.com
              Discord: https://discord.gg/58ZqEbg
              Twitter: https://twitter.com/phyronnaz

              Comment


                Originally posted by Phyronnaz View Post
                Hethger Thanks a lot for the repro project! I've found & fixed the bug (after some painful debugging). The fix is rather simple: add
                Code:
                 || !ChunkSettings.Settings.HasRenderChunk()
                to https://github.com/Phyronnaz/VoxelPl...ctree.cpp#L503
                Weird I couldn't find this HasRenderChunk() function.

                Instead I used
                Code:
                 || !ChunkSettings.Settings.IsRendered()
                which fixes it either way.

                Comment


                  The plugin now has a wiki and a forum!
                  https://wiki.voxelplugin.com
                  https://forums.voxelplugin.com

                  You can check out the latest release notes here: https://forums.voxelplugin.com/viewtopic.php?f=12&t=4

                  Cool videos made by an user:

                  https://twitter.com/phyronnaz/status...15388507041795
                  Last edited by Phyronnaz; 06-10-2019, 06:13 PM.
                  Website: https://voxelplugin.com
                  Discord: https://discord.gg/58ZqEbg
                  Twitter: https://twitter.com/phyronnaz

                  Comment


                    Can anyone point me to some tutorials on this thing? I tried the official one, but it doesn't have audio or any kind of verbal instruction, so it's pretty much useless. Especially since you can barely see the UI. Also, is this the same thing being offered on the marketplace under "spartan code"?
                    Last edited by Thimble_Wolf; 06-10-2019, 07:18 PM.

                    Comment


                      I've just added 2 new pages to the wiki:
                      https://wiki.voxelplugin.com/Quick_Start
                      https://wiki.voxelplugin.com/C++_World_Generators

                      is this the same thing being offered on the marketplace under "spartan code"?

                      The voxel plugin by CodeSpartan is another plugin, much inferior in features and quality.
                      Website: https://voxelplugin.com
                      Discord: https://discord.gg/58ZqEbg
                      Twitter: https://twitter.com/phyronnaz

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