Voxel scaling
This was discussed in the past, and is a feature I'm actively interested in. Since I don't remember a forum thread to exist, I'm making one to discuss if and how it can be brought to reality.
Would it be possible to implement a setting that allows scaling blocks / voxels to sizes smaller than the default 1 x 1 x 1 meters, as an option games could use? The setting would be a power of two to avoid breaking the grid. So 2 = 0.5m, 4 = 0.25m, and so on... the default value being 1 which is current behavior.
Apart from being able to build things of a higher resolution, like stairs and slabs being constructed directly out of blocks rather than being crafted, smoother terrain (that can be climbed by walking on it) would be another lovely feature. Twice smaller voxels might also be enough to allow directly building new structures altogether... like window and door frames, poles, flower pots (that you can put anything in), discrete peepholes in walls (through which you can safely look outside from your base) and much more.
To be clear from the start, I'm not encouraging irrational use of small voxels! Such as scaling them down 100 times to behave like atoms, given that no computer capable of processing so much data will exist for a few more decades. My idea is indented for scaling voxels down to half their current size, or at best to a quarter if someone really wants to go that far. In my game, I'll go for half-sized voxels if this happens to get implemented.
In regard to technical issues, I can imagine a few, but nothing we can't overcome. First of all, considering storage limitations are probably involved, scaling down voxels would likely make the world size smaller too... depending whether the total number of points that can be stored is possible to increase. Next, the mapgens will have to be aware of smaller voxels, so they still generate landscapes and caves of correct proportions rather than miniature ones. I'm also not sure if tinier voxels would make digging a bit harder, due to individual blocks being harder to aim at... though if this isn't abused the blocks should remain easy to select. Other details would need to be given attention too... such as what the best chunk size for smaller voxels is, keeping the flowing speed of fluids the same, possibly scaling cloud resolution to match block geometry, and more things I might have missed.
Still, I don't see why this would be difficult or a bad thing to add. I totally support it, and I think it's an ability anyone would at least want to try out! What do you think, and how / when could we go for implementing it?
Would it be possible to implement a setting that allows scaling blocks / voxels to sizes smaller than the default 1 x 1 x 1 meters, as an option games could use? The setting would be a power of two to avoid breaking the grid. So 2 = 0.5m, 4 = 0.25m, and so on... the default value being 1 which is current behavior.
Apart from being able to build things of a higher resolution, like stairs and slabs being constructed directly out of blocks rather than being crafted, smoother terrain (that can be climbed by walking on it) would be another lovely feature. Twice smaller voxels might also be enough to allow directly building new structures altogether... like window and door frames, poles, flower pots (that you can put anything in), discrete peepholes in walls (through which you can safely look outside from your base) and much more.
To be clear from the start, I'm not encouraging irrational use of small voxels! Such as scaling them down 100 times to behave like atoms, given that no computer capable of processing so much data will exist for a few more decades. My idea is indented for scaling voxels down to half their current size, or at best to a quarter if someone really wants to go that far. In my game, I'll go for half-sized voxels if this happens to get implemented.
In regard to technical issues, I can imagine a few, but nothing we can't overcome. First of all, considering storage limitations are probably involved, scaling down voxels would likely make the world size smaller too... depending whether the total number of points that can be stored is possible to increase. Next, the mapgens will have to be aware of smaller voxels, so they still generate landscapes and caves of correct proportions rather than miniature ones. I'm also not sure if tinier voxels would make digging a bit harder, due to individual blocks being harder to aim at... though if this isn't abused the blocks should remain easy to select. Other details would need to be given attention too... such as what the best chunk size for smaller voxels is, keeping the flowing speed of fluids the same, possibly scaling cloud resolution to match block geometry, and more things I might have missed.
Still, I don't see why this would be difficult or a bad thing to add. I totally support it, and I think it's an ability anyone would at least want to try out! What do you think, and how / when could we go for implementing it?