My question is rather simple, though for days I have tried to figure it out. All I want is a function that will return a Vector3 Value, and I input a vector3 value, and the output is the location of the nearest non-empty terrain voxel from the input.

3 comments

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What do you mean by "cell"?

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@TTChaos terrain is stored in the for of "cells" kind of like blocks in minecraft, but then the graphics engine somehow smooths them out to not look blocky, but really that is how it works

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@TTChaos terrain is stored in the for of "cells" kind of like blocks in minecraft, but then the graphics engine somehow smooths them out to not look blocky, but really that is how it works