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id like to know if there's a way to make each individual voxel closer to each other. so that when i mine through the ground i dont get pointy vertices showing-- as i think a greater voxel resolution would make it less noticeable.
I attempted to scale down the terrain but for some reason it removes any ability to break or destroy the terrain. So instead I scaled my character in greater size, which did make the voxel's individual vertices less noticeable and did work well-- however this resulted in collisions being extremely laggy when colliding in small bumps or holes in the terrain.
voxelLodTerrain, Terrain
Transvoxel, Mesh
graph, Generator
4.3.stable, Godot Version
The text was updated successfully, but these errors were encountered:
I attempted to scale down the terrain but for some reason it removes any ability to break or destroy the terrain
Scaling wouldn't cause that. You might have a mistake in your editing code, for example make sure you're passing coordinates local to the terrain, instead of global coordinates.
I scaled my character in greater size, which did make the voxel's individual vertices less noticeable and did work well-- however this resulted in collisions being extremely laggy when colliding in small bumps or holes in the terrain.
Assuming this ended up working the same as scaling down the terrain, and assuming that's really caused by collision, that's pretty much what you get with Godot physics and more detailed colliders. Godot's physics engine in 4.3 isn't great.
This question comes up often and has already been posted many times:
id like to know if there's a way to make each individual voxel closer to each other. so that when i mine through the ground i dont get pointy vertices showing-- as i think a greater voxel resolution would make it less noticeable.
I attempted to scale down the terrain but for some reason it removes any ability to break or destroy the terrain. So instead I scaled my character in greater size, which did make the voxel's individual vertices less noticeable and did work well-- however this resulted in collisions being extremely laggy when colliding in small bumps or holes in the terrain.
The text was updated successfully, but these errors were encountered: