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Voxel Area Drawtype for Entities #10153
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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... |
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 |
-1 for fixed dimensions |
Dimensions would not be fixed, but the server has to know them in order to map indices to positions. |
I'd just rather have the real thing. This doesn't handle collision, for example. |
Is this still being talked about? |
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. |
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) acontent_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.
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