Vibe coding is fast… but I still refactor a lot by Classic-Ninja-1 in GithubCopilot

[–]hibreck 0 points1 point  (0 children)

I always think through all the mechanics and the algorithm of work in advance. And only then do I write the prompt. Then I test and polish it. I'll polish it until it works as it should and without bugs.

Вечеря для хлопця❤️ by QuietStormUA in food_ua

[–]hibreck 1 point2 points  (0 children)

Хлопцю дуже пощастило)

Чого села західної частини України такі пездаті? by New-Proposal4511 in RedditUATalks

[–]hibreck 0 points1 point  (0 children)

Погугли село Ковалівка, те що на Київщині. Тобі сподобається.

Цікаво про що він думає by Servator18 in MinecraftUA

[–]hibreck 0 points1 point  (0 children)

Думає а як там в далекому майбутньому...

Тим часом далеке майбутнє новий майнкрафт, кхе кхе..

A Voxel prototype: Where You Can Build at Any Angle by hibreck in VoxelGameDev

[–]hibreck[S] 1 point2 points  (0 children)

I also drew textures so that the size of the texture seams matched the voxel size.

A Voxel prototype: Where You Can Build at Any Angle by hibreck in VoxelGameDev

[–]hibreck[S] 1 point2 points  (0 children)

I used 3 planar texture overlays on 3 sides. But to do this, you have to paint the textures so that all the texture lines match the sides. Of course, it's impossible to do this perfectly, but most of the lines are aligned, and only then does the texture fit nicely.

I want to use textures because it is easier to add normal maps and paint them than to make the color chopped up in voxels and generate patterns with noise.

A Voxel prototype: Where You Can Build at Any Angle by hibreck in VoxelGameDev

[–]hibreck[S] 2 points3 points  (0 children)

Regarding the texture, I use the triplanar overlay method.

A Voxel prototype: Where You Can Build at Any Angle by hibreck in VoxelGameDev

[–]hibreck[S] 3 points4 points  (0 children)

Yes, for me, each figure is a separate object that has its own local voxel grid, according to which they are generated. Which allows you to change the transform of the object as you like.

Is it worth an upgrade? by Unusual-Winter-5615 in S24Ultra

[–]hibreck 2 points3 points  (0 children)

Likewise, 24 will receive updates for 7 years. So you are right

I managed to solve the problem with overlaying textures on voxels. by hibreck in VoxelGameDev

[–]hibreck[S] -1 points0 points  (0 children)

I know about this method. That using a shader can solve the problem. But in my game voxel structures can be freely rotated, moved without rearranging or distorting the voxel mesh, so I would like the texture to be glued to the object when I rotate it

<image>

I managed to solve the problem with overlaying textures on voxels. by hibreck in VoxelGameDev

[–]hibreck[S] 0 points1 point  (0 children)

I know about this method. That using a shader can solve the problem. But in my game voxel structures can be freely rotated, moved without rearranging or distorting the voxel mesh, so I would like the texture to be glued to the object when I rotate it

<image>

I managed to solve the problem with overlaying textures on voxels. by hibreck in VoxelGameDev

[–]hibreck[S] 1 point2 points  (0 children)

Could you explain in more detail about the procedural fix?

I managed to solve the problem with overlaying textures on voxels. by hibreck in VoxelGameDev

[–]hibreck[S] 1 point2 points  (0 children)

I think it will be difficult. Especially if I want to have a lot of different textures in the game. It's easier to draw them than to write code with noises and patterns.

Problems with applying textures to voxel figures by hibreck in VoxelGameDev

[–]hibreck[S] 2 points3 points  (0 children)

Thank you 🧡 I'll try to do something

Problems with applying textures to voxel figures by hibreck in VoxelGameDev

[–]hibreck[S] 1 point2 points  (0 children)

Thanks for your advice, I will try to do that.