@noio_games Oooh yeah, blender does this too and it's so fast!
Blender picks the key by checking each character and putting an underscore under the one it picked.
@artofsully I don't know what modeling program you use, but I'd really recommend trying vertex painting in there. The way a lot of gamecube/ps2 level editing worked basically having the level be a big model file. Super useful for cutting new verts into meshes as you paint.
@MrDrElliot I personally am doing binary arrays of data with text keys. Often SOA style for structs. Works like a charm. Depends on your language and features though. My engine is already SOA heavy and mostly written in C. So I don't have a simple reflection system alternative.
@AnalogDreamDev Might not match your retro focus, but I really love the 'instanced quadtree' approach.
Basically instance a single grid mesh where you scale them to cover more/less space and collapse every other vertex in the vertex shader at the edges to make it seamless.
@SoftEngineer@EpicGames Ooooh! Glad the info helped!
If you get seams between the bricks, remember you can modify the brick data itself to blend the values.
If a probe is adjascent to a lower mip-level, sample the corners and interpolate! This way it's still a single sample. =3
@NASA Long-form recording camera, Record the whole experience end-to-end from a body camera. Upload the whole video to youtube, allow people to experience the whole thing in realtime, not just clips, but the whole process.
Downtime. Conversations. Long-form and immersive.
@SoftEngineer For a good set of visualizations, unreal uses the data structure for their volumetric lightmaps. It's also the structure for MM Dreams SDF voxels.
https://t.co/baIJwhSAA1
@SoftEngineer Oh neat!
Brickmap is a sparse 3d texture. One 3D texture is a lookup, another is a big atlas of fixed size bricks(4x4x4 probes is normal), where those bricks can cover big areas for low density, or be very small for near surfaces.
Basically a 3D virtual texture without streaming