Just wanted to drop a quick potato quality phone video (don't want to deal with capture setup right now) to show more or less where ive gotten to with my implementation of the voxel farm plugin.
I have to be honest, carving tunnels through mountains and dropping my deer AI into capture pits has me grinning ear to ear. Been a frustrating week or so but today i found myself feeling like i did when I first played Red Faction years ago.
Hopefully this link works
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I still have a lot of intermediate functionality to build in game-wise but it demonstrates I think that it can work in concept. Going forward i would love to know/figure out/learn when it might be possible to:
- increase tree and grass spawn density. Going to test what happens if i add more separate instances/planting rules but so far have struggled to get more trees than what you see. Material planting rule density seems hard capped, and I dont see any option of that kind for terrain planting.
-get material IDs/perform a smooth operation of varying intensity, so i can change the size and shape of my carve mesh based on it each stamp, and smooth out any rough geo that results to a level that looks good for the material.
-want to touch terrain layers, caves and ores but have not got there yet/may not have the chops