I was told yesterday in the Gitter chat that the metavoxel system was recently removed from the code, which is confirmed by this thread. To be honest, I think this isn’t a bad move in and of itself, since having two voxel systems seemed redundant and unoptimized to me. I am however worried about the possibilities they allowed being removed with them, and wanted to start a discussion about this.
One of the first things I loved about HighFidelity when I discovered it was the potential ability to create objects with smooth surfaces out of voxels. Which means terrains that people can dig through or construct (like Minecraft but not blocky), while I also hoped the system will eventually allow sculpting mesh quality objects out of voxels directly in-world. This and other potential features won’t be possible without a system similar to metavoxels.
My personal suggestion to re-implementing this would be through normal voxels. From what I’m seeing, the existing voxels can be cubes, spheres, or meshes… this would involve adding a new type called meta. When used, a smooth surface is generated between neighboring voxels, hopefully yielding in a similar effect. The marching cubes algorithm is a professional formula designed specifically for this purpose, so it might be worth considering here as well.
Is anything planned so far, and do we know when and how smooth voxels will return? What are your own thoughts, and how do you think this should be reimplemented?