Regarding EQN, I want to add that they’ve been careful to document the “tricks” (void voxels, micro voxels) that users came up with so as to keep them in mind in future builds. Either preserving them in the future or deprecating them elegantly.
I do like what can be done with advanced voxel tools and engines and hope that HF will be going this direction.
I also see people starting to build houses out of mesh, so I’m a bit confused as to what purpose the voxels serve. In their current state, they are ugly. I know the focus is loading time and low latency, but even with messing with the LOD tools I never really “see” most of the voxels around me.
This early into Alpha, I don’t expect a finished product, but I would like to know if there is a blueprint or plan in place for how voxels will evolve in HF.
I’ve built a few tiny things in voxels, and without a way to select them visually to pick them back up, no form of permission on building, and simple destruction coming from anything, it doesn’t feel worth building anything that isn’t built via script. Which is too bad because I don’t think you should have to script something just to be able to build and be creative.
These big, sherbet-colored voxels are interesting, but smaller and smaller voxels will need more tools to work with.
@chris, the cherry tree you posted here: https://alphas.highfidelity.io/t/random-picture-thread/244/27
Was that mesh? Because I’d love know if that’s the detail voxels could reach in HF, if not now, in the future.