I recently saw someone suggest adding some new block shapes to allow dodecahedron edges to line up more cleanly without the jagged corners. That got me thinking, and now I have an idea for making those ugly edges much prettier. I'll do my best to describe it here, and add a drawing/diagram later if needed.
For clarity, here it is in three stages:
When cross-entity rail movement is added, Schema & team could also try to tackle cross-plate rails for use in things like trams. Two rails in the same orientation and clipped into one another could be considered joined.
For clarity, here it is in three stages:
- Let the game draw a virtual (invisible, non-physical) plane up from each edge of the dodecahedron core. We'll call these the edge planes.
- Modify the collision code between plates. Ignore blocks, and allow blocks to clip 1 meter (block) or less into the edge planes.
- "Slice" off the clipped parts of the blocks. The dev team will have to fiddle around with texture rendering on the sliced parts to make it look presentable.
- Make any necessary modifications to collision code at the edges to prevent weird bumping/spazzing/falling/clipping/sticking/mayhem when people try to walk across.
When cross-entity rail movement is added, Schema & team could also try to tackle cross-plate rails for use in things like trams. Two rails in the same orientation and clipped into one another could be considered joined.