Well, I didn\'t actually wish to criticize the smoothing method, as right now, the game doesn\'t have enough block shapes to perfectly smoothen a curved area, so it would be a thing that can wait. It was just an example at what could use the \"user selective view\" feature.
On that detail, the corners\'s math is correct, but they are done together with the wedges, and that makes visual issues. For example the difference between left and right on this small sphere.
One of the mistakes it does, is putting that corner block between 4 blocks, because the wedges are not taken in account, where the solution would be first placing the wedges, then, having in account wedges, placing the corners. One big issue for symmetry is that there are no horizontal corners, with their \"base\" face towards the laterals instead of up/down.
So that\'s why, for now, there\'s not much to fix at this (except calculating wedges first, then corners), so I made no comments on a better suggestion.
On that detail, the corners\'s math is correct, but they are done together with the wedges, and that makes visual issues. For example the difference between left and right on this small sphere.
One of the mistakes it does, is putting that corner block between 4 blocks, because the wedges are not taken in account, where the solution would be first placing the wedges, then, having in account wedges, placing the corners. One big issue for symmetry is that there are no horizontal corners, with their \"base\" face towards the laterals instead of up/down.
So that\'s why, for now, there\'s not much to fix at this (except calculating wedges first, then corners), so I made no comments on a better suggestion.