Logic Nodes to Control Voxels (State+Properties)
- Dominant language
- C++
- Stars
- 3.3k
- Forks
- 353
- Avg merge
- 3d 16h
- Merged PRs (30d)
- 1
Description
It would be neat to not only have full-featured voxel support for worlds and even dynamic objects, but to have the ability to create and modify those voxels and their properties using nodes.
This would allow environments to be dynamically changeable and even to have in-game level editing.
The [voxel world](https://github.com/armory3d/voxel_world) example made a long while back looks like a promising start, especially whwn you look at the issues section (the **closed** ones, too). [Suaerbraten](sauerbraten.org), which is my main inspiration for asking about this, is referrenced more than a few times in the closed issues as a good example for how to execute an editable voxel world and it has one of the best in-game world editors out there.
Contributor guide
No contributing guide indexed for this repository
Research direction
No source files, tests, or entry points are named. Start by reviewing the voxel_world example and its open and closed issues, then compare the referenced Sauerbraten editor for relevant behavior. Done would require a defined design and implementation for logic nodes that create and modify voxel state and properties.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- computer-graphics, game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 20/100