![]() JME3 Engine Sample Code (Java) and thread.Creating a Region File System for a Voxel Game (C++). ![]() Shameless plugs, progress updates, screenshots, videos, art, assets, promotion, tech, findings and recommendations etc. It starts every Friday - 'vendredi' in French - and runs over the weekend. Voxel Vendredi - The weekly Voxel Vendredi thread is more relaxed and ideal for showing off you progress updates and screenshots, as well as asking for feedback or play testing.We may remove posts/comments which refer to projects which actively use blockchains. No blockchains (NFTs, cryptocurrencies, Web3 etc.) - No posts or comments about blockchains (NFTs, cryptocurrencies, Web3 etc.) and projects which use them.No rude/offensive posts or personal attacks.Don't just cross-post content from gaming subreddits. Provide information about your development process, languages, tools or tips for other developers. Therefore please ensure that any showcase posts show significant progress from previous posts, and use Voxel Vendredi for more incremental updates. Limit the frequency of 'showcase' posts - It is easy for useful development resources to get lost among people showing off their work.However, you may showcase your work from an artistic or technical perspective (but see the next rule), and occasional posts of game development products will be permitted. Avoid submitting links to game trailers, press releases, app store pages, etc. Avoid advertising and promotional posts - this subreddit is generally not the place to advertise or promote your game or product.Titles, including the titles of linked content such as videos and articles, should be representative of the content and free of click bait. All posts should be voxel-related and should be of interest to (or require feedback from) other developers, not just gamers. Keep posts relevant to other developers and titles representative of the content (no click-bait) - topics of interest include algorithms and code snippets, artistic techniques, free assets, tools or engines, and game design. ![]() Filter by flairĭiscussion - Question - Media - Resource Rules Other commands such as copy, paste, and rand also work in conjunction with multiple selection.A game development subreddit for discussing the creation of voxel games, and voxel engines. This allows you to edit the material of multiple colors at the same time. Now multiple colors can be selected at the same time. Previously, only one color could be selected or modified at any given time inside of the Palette window. In this version you can now import and export JPEG images just like PNG images. Like if magicavoxel (or alternative) had a concept of layers, could create each of these parts in each own layer and in magicavoxel combine layers for viewing, but export separately.Or is it possible to include extra metadata when exporting, so that i can mark voxels on the boundary of a body part adjacent to another. They were also the only format supported for exporting an image as well. In previous versions of MagicaVoxel PNG images were the only way to import images into MagicaVoxel. The end result is now you can undo up to 100 commands. New compression techniques were introduced on the backend allowing for less memory usage. Artists can now construct voxel models with a max size of 256x256x256 as opposed to the previous limit of 128x128x128. In this version a larger canvas size for models was introduced. This update introduced some much requested improvements including a larger model size and multi-selection in the palette window. Features Introduced in MagicaVoxel 0.99.5Īlmost a year after version 99.4 was released released a new version of MagicaVoxel with version number 0.99.5.
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