Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3]

Author Topic: Voxel-based 3D program for fortress planning  (Read 6089 times)

AlienChickenPie

  • Bay Watcher
    • View Profile
Re: Voxel-based 3D program for fortress planning
« Reply #30 on: January 18, 2009, 03:59:57 pm »

I didn't see anyone mention this in the thread, and if they did I apologize, but:

Voxels wouldn't even be able to represent a DF map.

If maps in DF were a simple cubic grid, with nodes filled in, then yes, it would work.
However, it has the "floor" layer to think about, which you'd essentially want to place as sort of 2D sheets in between z-levels. You would not be able to do this at all using voxels; that would be like putting something "between pixels" in MS Paint.
I didn't think about that. What I had in mind was mostly planning the exteriors of large structures carved out of a mountain, so the issue of floors over/under empty spaces never came up.
Logged

Duke 2.0

  • Bay Watcher
  • [CONQUISTADOR:BIRD]
    • View Profile
Re: Voxel-based 3D program for fortress planning
« Reply #31 on: January 18, 2009, 04:18:41 pm »


 Well, mind you if the 'floors' were around the same thickness as open space to support things, it might work and make the underground a whole lot chunkier.
Logged
Buck up friendo, we're all on the level here.
I would bet money Andrew has edited things retroactively, except I can't prove anything because it was edited retroactively.
MIERDO MILLAS DE VIBORAS FURIOSAS PARA ESTRANGULARTE MUERTO
Pages: 1 2 [3]