genmapvoxel
This package implements a simple voxel based terrain generator. Like... really simple.
Please be aware that this is just code for experimentation and is pretty rubbish for now... It will also serve as input for the genmarchingcubes package, so I can test out how well the logic for interpolation works and whatnot.
NOTE: The stupid idea to have the origin be the center of the cube at 0,0 makes it more cumbersome to shrink the cubes vertically, since the Z axis for a standard cube ranges from -0.5 to +0.5. Yikes. I might change that.
Done
- binary / bool voxel terrain
- float values for voxel data (-ish)
- hide faces that aren't visible
- wavefront OBJ export
TODO
- Merge faces of connected voxels?
- Do we need the bool voxels if the float values are sufficient?
- Maybe flatten the voxel data to a 1D array?
- Will it be really faster if we have to calculate the index each time we want to find a voxel at a specific coordinate?
Here, have a picture:

... and with smoothing:
