Good to know that you got transparency working.
That fracturing test is awesome.
Is there anyway we can define how many blocks there are per fracture and If they should be in one piece or multiple blocks?
So here goes a few questions -
- Are you using a height maps or exported Terrain from Qubicle?
- Do you have any plans to support textures on voxels in your plug in or just simple colors?
- What meshing technique are you using to prevent allot of draw calls? Greedy meshing maybe?
- Is this plugin VR ready? more than 75fps with less than 20ms of latency
Regarding level design tools -
I am looking at making a “Hand crafted” world using voxels
Here are some suggestions to speed up workflow for Hand Crafted voxel worlds.
- The Ability to import voxel objects into an actor blueprint and retain the location, Rotation and Scale of the objects. This way we can drag the actor blueprints around, rapidly block out and develop the game world.
- A spline tool that interacts with voxel terrain - So for things such as roads, Pathways, etc.
- Adding support in your voxel plugin for Unreal’s Procedural Foliage toolset would also speed up things.
(Link) - A “Voxel subtractive volume” for terrain would be great due to the fact that it could be used to make drainage trenches, Tunnels, etc.