I’d like to suggest that models with voxels as big as the voxels in the ground could keep their voxel information, instead of just the shell, so that they can be destroyed/reshaped piece by piece instead of just disappearing after being hit enough times. Probably shouldn’t be done for trees (makes more sense that they fall), but things like rocks, bunny statues, goblin huts, the pillars and arcs in the canyon biome and so on.
- Development time to support it.
- It requires a bit more work to model, since you have to get the inside right as well, and you would probably need a file to go with it that specifies the material properties of the colors.
- It makes sense that you’re able to treat object of that scale in the same way as ground and mountain and it would be a shame not to take advantage of the power of voxels.
- It would (probably) make it easier to add interesting shapes to the environment, that feel like an actual part of it and not just a prop.
- You can hide surprises on the inside. As you’re hollowing out the bunny statue to make a house you realize it has a heart of gold.
- It should make it quite easy to support replacing ground voxels with models voxels, so that a bunny statue can be buried with just the ears sticking up, or replacing model voxels with mountain voxels, so that you can find an unfinished bunny statue sticking out of a mountain side. Or the bunny shaped hole in a mountain side where they cut one out.
(It was around this point that I started questioning if the bunny statue really has the same scale as the ground. Oh well, you get the point.)
It’s not an unusual idea for a voxel game, but I don’t think I’ve seen or heard anyone mention it so… Hi