I dont know why but I couldn't stop having -Z be forward so in the end I had to flip the Z axis for any translation and I probably fucked something up somewhere but I couldn't figure it out and i ran out of patience 🙃
Ok I guess I was assuming XNA and DirectX used the same handedness but apparently XNA is right handed even though DirectX is left handed and I'd like to take this opportunity to ask *what the fuck*
So if I want +Z to be forward I have to flip the axis in the renderer? That's obnoxious. But better than -Z being forward in world space since that would confuse the shit out of players
i feel like i could soften the terrain significantly through no more than normals along the edges of blocks so i made this mockup in photoshop and i think this could actually work?
@eniko Reminding me far too much of my old graphics classes here; I definitely recall using this trick to make icosahedrons look more like spheres. The real danger with big blocks like this, IIRC, is that you end up looking less "round" and more "Goraud-shaded lighting on blocks that actually looks OK"