Serious support. One of the biggest nitpicks I have with Solid Modeling is that I keep thinking of cool shapes I want to make, and then realize how incredibly complex it'd be to do in CSG, whereas with the experience I had making render classes for a MC clone, it'd be trivial to make by defining individual vertices.
Then again, given how SOLID Modeling works (volumes rather than triangles), it would actually have to be a separate system entirely. Plus, looking at Unity Engine and how its Mesh Colliders work, Roblox would either have to implement that (with serious overhead, notice how Unity explicitly says the render mesh can't be used as a collision mesh due to complexity, and you have to make a simplified mesh for collision), or have the new TriangleModeling objects use rectangular collision, like how CSG used to be.
More likely the latter, because decompositional geometry works /because/ CSG is based solely on primitive shapes, whereas it'd be computationally expensive to make convex shapes from an arbitrary mesh... and that's assuming the mesh has no leaks! (Yes, I know about Binary Space Partitioning, which is a possible solution, but again takes a lot of preprocessing - hence why Source maps take a while to compile - and wouldn't work unless the mesh had no leaks.)
Still though, being able to make shapes from arbitrary triangles would be awesome, even if we have to do collisions the old-fashioned way. Highly support. |