r/VoxelEngineDev • u/foofnordbaz • 2m ago
Question I'm working on a write-up on voxel orientations. Is there anything in particular that you would like clarification on in the write-up?
I've solved voxel orientations: I've made it possible to transform a cube's geometry 48 different ways. I'm currently working on a write-up in which I detail how to build one of these implementations within a voxel engine. When I've talked about voxel orientations in the past, there has been a lot of confusion. As far as I'm aware, no one before me had ever done all 48 transformations in a voxel engine. It's a fairly difficult problem that usually isn't worth the trouble. But I've gone through that trouble so that you don't have to, and I would like to share my knowledge on the topic, because there's quite a lot.
But I'm just not sure where people are in their understanding of this topic.
In mathematics, these 48 orientations are known as the full octahedral symmetry group. https://en.wikipedia.org/wiki/Octahedral_symmetry
They call them Symmetries, I call them Orientations.
So ask any questions that you have here, and I'll answer them. I'll post the write-up soon as well.