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Voxel Area Drawtype for Entities #10153

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appgurueu opened this issue Jul 4, 2020 · 7 comments
Open

Voxel Area Drawtype for Entities #10153

appgurueu opened this issue Jul 4, 2020 · 7 comments
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Feature request Issues that request the addition or enhancement of a feature Performance @ Script API

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@appgurueu
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Problem

Large and dynamic clusters of nodes currently require a ton of attached nodelike entities to be rendered. This is very bad for performance and still fails to provide all drawtypes.

Solutions

A "voxelarea" drawtype for entities, (roughly) a content_id property (array), param1 (array), param2 (array), width/height/length. Then the meshgen could generate the required models.

Additional context

A compromise on Voxel Area Entities.

@appgurueu appgurueu added the Feature request Issues that request the addition or enhancement of a feature label Jul 4, 2020
@Warr1024
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Warr1024 commented Jul 7, 2020

This could be used to performance-optimize falling_node entities, e.g. at least doing only one entity per column instead of one per node, across almost all games...

@rubenwardy
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This would be a good stepping stone in isolating the node rendering, it should only be used for small numbers of node due to staticdata persistence

@hecktest
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hecktest commented Jul 9, 2020

-1 for fixed dimensions

@appgurueu
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-1 for fixed dimensions

Dimensions would not be fixed, but the server has to know them in order to map indices to positions.

@hecktest
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I'd just rather have the real thing. This doesn't handle collision, for example.

@Bituvo
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Bituvo commented Jun 19, 2024

Is this still being talked about?

@appgurueu
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Well, it is not "cancelled", but it is also a nontrivial feature request. Today I'd probably tend to agree with hecks that ideally we'd strive for "the real thing" (VAEs) right away.

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Labels
Feature request Issues that request the addition or enhancement of a feature Performance @ Script API
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