From 48042104962f7f9ac24b609463e13806c4a2121a Mon Sep 17 00:00:00 2001 From: Marc Gilleron Date: Wed, 7 Jul 2021 00:22:55 +0100 Subject: [PATCH] Remove mention of Voronoi, too specific, probably unnecessary --- doc/source/quick_start.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/doc/source/quick_start.md b/doc/source/quick_start.md index 56afa08a..16fda4b9 100644 --- a/doc/source/quick_start.md +++ b/doc/source/quick_start.md @@ -79,7 +79,7 @@ It's easy to think a project needs voxels, but they are less needed than it soun - "I need a procedurally generated world": if you don't need overhangs you can go with a heightmap approach. Heightmaps are faster and easier to work with. -- "I need destructible models": voxels in this module are "blobby" or "blocky", they can't represent every possible shape. If you need something precise, you could try more specialized alternatives like CSG nodes or precomputed Voronoi destruction. +- "I need destructible models": voxels in this module are "blobby" or "blocky", they can't represent every possible shape. If you need something precise, you could try more specialized alternatives like CSG nodes or precomputed destruction. - "I need a terrain with overhangs and caves": do you need it to be editable by players? If not, then you can model the terrain in any 3D modeller and optimize it up-front. You can mix heightmaps + 3D models. You might rely on voxels to make the authoring process easier, but in the exported game you will only need the meshes and static colliders.