VRAGE3: Voxel Editing

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We are working on many improvements to our voxel hand tool. The tool is used in creative mode to adjust the landscape (planets or asteroids) to suit the player’s needs. Our goal is to improve the user experience and add requested features.

The main issue with the user experience is spatial orientation. It’s hard to tell where the voxel hand gizmo actually is. To fix this, we’ve improved voxel hand visibility and shading, highlighted the intersection with the ground via a depth shader when the gizmo is partially submerged, and added marks with decals denoting the closest terrain position in each axis.

We have also improved the "snap to voxel" feature, which keeps the gizmo partially submerged no matter how far it is from the player (within a certain maximum distance, of course). The feature can be turned off at any time to regain full control of the gizmo’s distance from the player.

In addition to standard features like adding and removing voxels, we’ve added material painting without changing topology, a reset to the original voxel topology, and the ability to pick materials.

I believe this will provide a much better user experience. I can’t wait to get it into your hands and see what amazing creations it helps bring to life.

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We believe that one of the strongest forces in the universe is the “Need to Create”: every time you build something out of nothing, every time you give shape and organization to something that has no structure – you are creating a miracle.
At Keen Software House we have two areas of interest. Independent game development with our in-house VRAGE engine. Research & development in the field of artificial intelligence.
Keen Software House was founded in 2010 by Marek Rosa, it is privately owned and dictates its direction through team collaboration.

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