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I posted this in the wrong-ish place so I'm re-submitting it here.
Note: I found all these pictures on google, sorry :l
I've looked at a small number of voxel-based games, and I'd list this one near the top (a tie between two actually) of my list for potential beyond what people could ever dream of ever experiencing... but none of them (so far) have ever seemed to consider the possibility of making procedural corners, inverse corners, triangular prisms, or squared pyramids. Everything is always a static block, or corner... rigid. Even in Space Engineers or From The Depths, building blocks are always set, and there is no room for true building exploration.
It's no small task making functional procedural parts (I don't know much about coding in voxel terms, so I assume difficult), so I don't expect it to happen soon (or at all), but the possible utility of such parts in a voxel universe would be astounding (artistically, mechanically, etc.)
The way I'd envision it working, is this:
I have a 4 (l) by 5 (w) by 1 (h) (4x5x1) series of blocks, and on the last row (3rd) of blocks, there is another three rows of blocks stacked at a right angle...
(working with the picture here to provide a visual aid)
Now I want to connect these together with a triangular-prism:
I select the shape I am looking for (the prism) and enter in the details (3x5x3) visually (like showing a outline of where and how the piece will appear) or in a pop-up screen in where I type in the info. I place the shape, and voilla, there is a l-shaped figure with a ramp connecting all the pieces together (duplication of previously made shapes would be killer).
As for what I mean by corners:
A good example is From The Depths, they have the physical blocks (polygons, while not the procedural generation of parts) I'm speaking of.
A corner (of a block) = right angle triangular pyramid, roughly a quarter of a cube (block):
(the inverse corner of course is the opposite of that: 3/4ths of a cube with that triangular piece missing, useful if you feel like rounding off an edge into a corner piece).
This would also be useful if you could make corners for formations that were both longer, wider, or higher than one block, for example: A 4x1x1 straight, adjacent to two 4x1x1 ramps are placed, and having a 4x1x1 corner connecting all 3 makes the shape more fluid.
I might also reference Kerbal Space Program to my explanation, which does actually have procedural parts, but on a far different scale (cones for example).
I'll be honest... I love to build artistically, I love to build for efficiency, and I love to build for power (and sometimes the few together). This that I'm suggesting would fulfill all those desires, particularly if you combine the generation of parts with the possible functions of such parts: wiring, armor, etc.
I can't be the only one, right?
Truthfully, I'm just breaking the ice in this game for a very long time (I played once when it was a free release/demo) and I'm finding myself drawn in more than ever before.
So, that's my single real suggestion, hopefully it gets noticed enough that it makes a difference.
Thanks for the vote if you made one, and please reply if you have anything to add to the discussion.
Note: I found all these pictures on google, sorry :l
I've looked at a small number of voxel-based games, and I'd list this one near the top (a tie between two actually) of my list for potential beyond what people could ever dream of ever experiencing... but none of them (so far) have ever seemed to consider the possibility of making procedural corners, inverse corners, triangular prisms, or squared pyramids. Everything is always a static block, or corner... rigid. Even in Space Engineers or From The Depths, building blocks are always set, and there is no room for true building exploration.
It's no small task making functional procedural parts (I don't know much about coding in voxel terms, so I assume difficult), so I don't expect it to happen soon (or at all), but the possible utility of such parts in a voxel universe would be astounding (artistically, mechanically, etc.)
The way I'd envision it working, is this:
I have a 4 (l) by 5 (w) by 1 (h) (4x5x1) series of blocks, and on the last row (3rd) of blocks, there is another three rows of blocks stacked at a right angle...
(working with the picture here to provide a visual aid)
Now I want to connect these together with a triangular-prism:
I select the shape I am looking for (the prism) and enter in the details (3x5x3) visually (like showing a outline of where and how the piece will appear) or in a pop-up screen in where I type in the info. I place the shape, and voilla, there is a l-shaped figure with a ramp connecting all the pieces together (duplication of previously made shapes would be killer).
As for what I mean by corners:
A good example is From The Depths, they have the physical blocks (polygons, while not the procedural generation of parts) I'm speaking of.
A corner (of a block) = right angle triangular pyramid, roughly a quarter of a cube (block):
(the inverse corner of course is the opposite of that: 3/4ths of a cube with that triangular piece missing, useful if you feel like rounding off an edge into a corner piece).
This would also be useful if you could make corners for formations that were both longer, wider, or higher than one block, for example: A 4x1x1 straight, adjacent to two 4x1x1 ramps are placed, and having a 4x1x1 corner connecting all 3 makes the shape more fluid.
I might also reference Kerbal Space Program to my explanation, which does actually have procedural parts, but on a far different scale (cones for example).
I'll be honest... I love to build artistically, I love to build for efficiency, and I love to build for power (and sometimes the few together). This that I'm suggesting would fulfill all those desires, particularly if you combine the generation of parts with the possible functions of such parts: wiring, armor, etc.
I can't be the only one, right?
Truthfully, I'm just breaking the ice in this game for a very long time (I played once when it was a free release/demo) and I'm finding myself drawn in more than ever before.
So, that's my single real suggestion, hopefully it gets noticed enough that it makes a difference.
Thanks for the vote if you made one, and please reply if you have anything to add to the discussion.