So if(voxel.noBitsSet() {
canBeCollidedWith = true;
Or some such. This would be calculated by the robot as it went, so that it wouldn't use too much memory
more like:
if (GetVoxel(int x, int y, int z) == 0) //Position free
Honestly, I still might change it a bit. As it is now i try to untangle the lowlevel voxel related code and keep it seperate from the terrain more highlevel terrain object.
If I understand you correctly [...]
No you misunderstood. The voxel represent a bit of terrain. But it should easily be used as a AABB collision mesh if need be. I could even write the collision code for them myself. All I was saying is that game objects should not be inside solid cells. But we have not decided on any of that as of yet.
I implemented a form of triplaner texture mapping by the way, basically I project UVs onto the axis plane that they are most orthogonal with, with more weighting on the Y axis.
It took a little longer than expected. Not because I did it wrong, but because I made a silly assumption when I started, and forgot all about it when I was finished. I spend a few hours breaking my head on why the heck my math was not working. I even went as far as rewriting the whole thing using elementary arithmetics, thinking Unity used some vector notation I was not familiar with. Sufficient to say I feel stupid and tired now.
We really need to discuss how we are going to do texturing. Are we going for same approach as Minecraft with a single atlas texture? It's a very efficient way of doing things as it eliminates the need for texture swapping, and as the UVs are generated now it could easily be implemented. Or do we use multiple textures which is much slower. But it might make it a little easier to develop for the game.
Also, is there any reason why the textures are 1024x1024? Even with Unitys super optimized compression, one texture still take up almost one megabyte of graphics memory. It becomes really boggeling when looking at how few features the dirt textures really had. I could resize it to 256x256 no visible difference even at close range.
My suggestions is add more features to the textures. In the end random noise is not pleasing to look at.