Comments on: Plans for PolyVox in 2014 http://www.volumesoffun.com/plans-for-polyvox/ Voxel-based games and technology Tue, 11 Aug 2020 06:19:17 +0000 hourly 1 https://wordpress.org/?v=4.9.3 By: David Williams http://www.volumesoffun.com/plans-for-polyvox/#comment-46484 Mon, 03 Mar 2014 13:10:48 +0000 http://www.volumesoffun.com/?p=1568#comment-46484 Thanks, it’s nice to know people appreciate our work 🙂

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By: Anonymous http://www.volumesoffun.com/plans-for-polyvox/#comment-46468 Mon, 03 Mar 2014 07:02:36 +0000 http://www.volumesoffun.com/?p=1568#comment-46468 Amazing work you are doing here with PolyVox I do look forward to future releases as I am an advocate for PolyVox and try to keep up-to-date on changes. Many things I like here mainly C++11 that is a huge step forward. I also would love to see the push forward for header only to eliminate compiling the library entirely. The ability to just include it in my project would be fanominal!
Keep up the good work the both of you!

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By: David Williams http://www.volumesoffun.com/plans-for-polyvox/#comment-45787 Sat, 15 Feb 2014 22:16:52 +0000 http://www.volumesoffun.com/?p=1568#comment-45787 Can you elaborate on this? You mean that CMake+GCC can have difficulties building a project if that project uses some dynamic libraries and some static libraries? Do you have any links related to this?

I think in general we would like to go header only but it’s not yet clear if it’s practical. I believe C++11 does make it easier though.

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By: Jesse http://www.volumesoffun.com/plans-for-polyvox/#comment-45748 Sat, 15 Feb 2014 03:46:07 +0000 http://www.volumesoffun.com/?p=1568#comment-45748 All of these proposed changes sound great.

My only request is that you only drop dynamic builds if you switch to header only. CMake + gcc creates headaches when mixing dynamic and static libraries, and while there are ways around this they are tedious to maintain.

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By: David Williams http://www.volumesoffun.com/plans-for-polyvox/#comment-44691 Thu, 23 Jan 2014 14:12:07 +0000 http://www.volumesoffun.com/?p=1568#comment-44691 In general you should not call stuff in the CubiquityDLL class directly, but you should instead go theough the Terrainvolume.SetVoxel(…) interface.

But also I added some documentation recently about how the set the voxel values for smooth terrain. It’s only in Git at the moment but you can read it here: https://bitbucket.org/volumesoffun/cubiquity-for-unity3d/src/master/Assets/Cubiquity/Scripts/MaterialSet.cs

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By: Anonymous http://www.volumesoffun.com/plans-for-polyvox/#comment-44690 Thu, 23 Jan 2014 14:01:49 +0000 http://www.volumesoffun.com/?p=1568#comment-44690 Thanks David.i asked because I get confused with the proper usage of setVoxelMC function in the CubiquityDll class.

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By: David Williams http://www.volumesoffun.com/plans-for-polyvox/#comment-44262 Thu, 16 Jan 2014 09:15:46 +0000 http://www.volumesoffun.com/?p=1568#comment-44262 It’s not very practical – Cubiquity’s ColoredCubesVolume only stores a color value per voxel rather than storing a material id. So although you can swap the material you don’t really have the required information to do per-block texturing.

The TerrainVolume does use material ids but it is intended for smooth terrain (not blocky) and so is designed a little differently.

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By: Samuel http://www.volumesoffun.com/plans-for-polyvox/#comment-44259 Thu, 16 Jan 2014 08:52:19 +0000 http://www.volumesoffun.com/?p=1568#comment-44259 in Minecraft we use block id for textures. is there any method to replace the colors in the Cubiquity Volume by textures? for instance, if u have a volume with 10 colors can i replace them by different textures.

Thanks in advance.

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