{"id":335,"date":"2015-09-14T20:53:01","date_gmt":"2015-09-14T19:53:01","guid":{"rendered":"http:\/\/lightrocker.lightrock.biz\/?p=335"},"modified":"2018-05-24T08:53:30","modified_gmt":"2018-05-24T07:53:30","slug":"voxels-a-personal-introduction","status":"publish","type":"post","link":"https:\/\/lightrocker.lightrock.biz\/?p=335","title":{"rendered":"Voxels: A personal introduction"},"content":{"rendered":"<p>In my free time of the past year I developed a tool for Unity, which arose out of <a href=\"http:\/\/lightrocker.lightrock.biz\/?cat=21\" target=\"_blank\">Project: Evolution<\/a>. For the planned main effect I need pixels in three-dimensional shape to advance graphically from level to level. Those cells are commonly called voxels, which is a combination of &#8220;volume&#8221; and &#8220;pixels&#8221;, and they have to be generated from 3D models with generic meshes like I did it for the <a href=\"http:\/\/lightrocker.lightrock.biz\/?p=295\" target=\"_blank\">2D presentation in the prototype<\/a>. So I started to program a solution to do the conversion and shortly afterwards a decision grew inside me. Because there was no plug-in comparable to mine I wanted to release it as a product, which other people can use.<\/p>\n<p>The actual functionality for meshes had been finished relatively rapidly but at that state it was a quick-and-dirty implementation, which could be used in-house but was not ready to be published. I began to adapt the user interface and polish the functionality. And it lasted a long time and there are still sections to improve and features to be added. But I am satisfied by now and intent to release &#8220;<a href=\"http:\/\/lightrocker.lightrock.biz\/?cat=27\" target=\"_blank\">Voxels overview<\/a>&#8221; in the next days.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>In my free time of the past year I developed a tool for Unity, which arose out of Project: Evolution. For the planned main effect I need pixels in three-dimensional shape to advance graphically from level to level. Those cells are commonly called voxels, which is a combination of &#8220;volume&#8221; and &#8220;pixels&#8221;, and they have &hellip; <\/p>\n<p class=\"toivo-read-more\"><a href=\"https:\/\/lightrocker.lightrock.biz\/?p=335\" class=\"more-link\">Read more <span class=\"screen-reader-text\">Voxels: A personal introduction<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[8,6,27],"tags":[],"class_list":["post-335","post","type-post","status-publish","format-standard","category-programming","category-technology","category-voxels","entry"],"_links":{"self":[{"href":"https:\/\/lightrocker.lightrock.biz\/index.php?rest_route=\/wp\/v2\/posts\/335","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/lightrocker.lightrock.biz\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/lightrocker.lightrock.biz\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/lightrocker.lightrock.biz\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/lightrocker.lightrock.biz\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=335"}],"version-history":[{"count":9,"href":"https:\/\/lightrocker.lightrock.biz\/index.php?rest_route=\/wp\/v2\/posts\/335\/revisions"}],"predecessor-version":[{"id":344,"href":"https:\/\/lightrocker.lightrock.biz\/index.php?rest_route=\/wp\/v2\/posts\/335\/revisions\/344"}],"wp:attachment":[{"href":"https:\/\/lightrocker.lightrock.biz\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=335"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/lightrocker.lightrock.biz\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=335"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/lightrocker.lightrock.biz\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=335"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}