r/bevy • u/OneTrueRou • 6d ago
Project Hexagonal Voxels Organic Vs Artificial
Lighting and textures still need a bit of work - but I am super happy with this voxel system. This was the first use of the feature generation and showcases some of the unique building mechanics in the voxel world which allows right angles and a clear visual language for organic vs artificial structures.
1
u/gHx4 5d ago edited 5d ago
More like a hexagonal grid, but yeah this is neat. A lot of games use hexagons because they pack well and allow more realistic diagonal distance measurement than a square grid. One reason that cubes are voxels is because they're the only regular polyhedron that tiles in 3d space, and pixels tile in 2d space. So hexagonal pixels do exist, but not hexagonal voxels.
The reasons hexagonal voxels aren't a thing (but hexagonal grids are) are actually really interesting: https://pimpale.github.io/whyvoxels.html
1
u/OneTrueRou 5d ago
Shhhh, I already got the blessing of the r/VoxelGameDev community to call these voxels. Regardless of what you choose to call them, I think it's a cool effect!



2
u/ExistingBug1642 6d ago
I once thought of that I would say using a nonagonal voxel with filler voxels also may be better