⚠ Switch to EXCALIDRAW VIEW in the MORE OPTIONS menu of this document. ⚠ You can decompress Drawing data with the command palette: ‘Decompress current Excalidraw file’. For more info check in plugin settings under ‘Saving’

Excalidraw Data

Text Elements

Voxel

Scene

  • Chunks
    • Objecte
      • Materialen (CGS)
        • Geo Tree

pro Material: System um zu entscheiden welche ob es einen Voxel gibt und welche Farbe er
hat. - Repeating 3D Texture - WFC??? - komplett procedural

User Level Nodes - Layer (Order) - Gruppe (every Node) - Material - Union - Intersection - Remove - Geometry

AABB (with animation Padding)

Old State

Desired State

Current State

fancy Animation Volume

Union - Geo - Geo - Geo

Remove
    - From (Union) 
        -Geo
    - Subtract (Union)
        - Geo ^JkXCNilC

Intersection - Geo - Geo - Geo

Ship Name

  • Layer
    • Geo 1
    • Geo 2
    • Intersect
      • Geo 3
      • Geo 4
    • Intersect
      • Geo 5
    • Remove
      • Geo 6
  • Layer
    • Geo 7
    • Geo 8
    • Geo 9
    • Remove
      • Geo 10
      • Geo 11

Material via Tag

Root

  • Remove
    • Intersect
      • Union
        • Geo 1
        • Geo 2
      • Union
        • Geo 3
        • Geo 4
      • Geo 6
    • Geo 6
  • Remove
    • Union
      • Geo 7
      • Geo 8
      • Geo 9
    • Union
      • Geo 10
      • Geo 11

Order - Layer (Union) - Layer (Union) - Layer (Union)

Object Types

  • Unit Box
  • Unit Sphere

later:

  • Unit Capluse
  • Unit Cylinder
  • Torus (radius)

maybe:

  • Unit Plane
  • Plane infinte

Per Object (64 byte) (could be smaller don’t really need f32)

  • Pos, Rot, Scale, Matrix (9 + 3 f32)
  • data (3 f32)
  • Type (u4)
  • Reserved (3 * u8)

Per Tree Node (8 byte)

  • Child 1
  • Child 2
    • Pointer (16 bit)
    • Reserved (6 bit)
    • Type (2 bit)
    • Material (6 bit)

U

R

B

S

B

1

2