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IMO, an even better tool was the Cube 2 Sauerbraten ingame editor - a combination of octree(e.g. variable-size) voxels spliced with per-vertex heightmaps that l
by Llamamoe 2y ago
IMO, an even better tool was the Cube 2 Sauerbraten ingame editor - a combination of octree(e.g. variable-size) voxels spliced with per-vertex heightmaps that let you treat parts of it as terrain, others as cubes, and sculpt others into arches, rocks, spheres or vases.
It had that same intuitive sculpting feel, but even more powerful and quick to work with.
- HexDecOctBin 2y ago> per-vertex heightmaps Do you mean per-face heightmap? Like a displacement map?
- Doxin 2y agoI assume he means you can move any vertex an arbitrary amount along its normal.
- Llamamoe 2y agoAlmost, but not quite - you can move each vertex of a cube inwards on all 3 axes, e.g. treating each face as a 4-point heightmap. This would automatically extrude new cubes upwards, destroy ones you flatten to nothing, etc. which means it could absolutely work as an almost-typical heightmap, if you wanted it to.