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Pathfinding; Array Texture
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Author:  Selir [ Mon May 12, 2014 10:43 am ]
Post subject:  Pathfinding; Array Texture

Hello,

I'd like to ask these questions:
1. When (if at all) will Cubiquity make pathfinding possible? As far as I know, PolyVox has pathfinding solution implemented, but Cubiquity.dll does not expose it.
1a. If pathfinding won't be exposed, will Cubiquity allow us to extract mesh data generated by PolyVox and implement pathfinding on our own?
2. This is rather optional, but I'm curious - will Cubiquity ever support Array Textures? I know that Unity does not allow for Array Textures (yet?), but let's suppose it does for the sake of this question.

If I've misunderstood something, please correct me. :)

Author:  David Williams [ Mon May 12, 2014 12:47 pm ]
Post subject:  Re: Pathfinding; Array Texture

Hi, thanks for your interest.

Selir wrote:
1. When (if at all) will Cubiquity make pathfinding possible? As far as I know, PolyVox has pathfinding solution implemented, but Cubiquity.dll does not expose it.
1a. If pathfinding won't be exposed, will Cubiquity allow us to extract mesh data generated by PolyVox and implement pathfinding on our own?


I'm currently not sure what the best approach to pathfinding will be, but both of your suggestions are possible in principle. The easiest approach is if projects can make use of ordinary Unity pathfinding (or other pathfinding assets) in conjunction with Cubiquity. Do you know what is required for this? Cubiquity will already generate a mesh collider if a 'VolumeCollider' component is present, perhaps this is enough? I would need to do some experiments here.

Failing that, exposing the PolyVox pathfinding is indeed an option. It may be desirable to have both as they can be useful in different situations.

Selir wrote:
2. This is rather optional, but I'm curious - will Cubiquity ever support Array Textures? I know that Unity does not allow for Array Textures (yet?), but let's suppose it does for the sake of this question.


It is already possible to change the material which is on a 'VolumeRenderer' component, and so what you describe should be possible if you write a new material. Maybe we will do this in the future, if texture arrays are widely supported and we want to make use of more textures.

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