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Excalidraw Data
Text Elements
Voxel
Scene
- Chunks
- Objecte
- Materialen (CGS)
- Geo Tree
- Materialen (CGS)
- Objecte
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
- Union
- Geo 6
- Intersect
- Remove
- Union
- Geo 7
- Geo 8
- Geo 9
- Union
- Geo 10
- Geo 11
- Union
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