I wanted a quick way to prototype levels and objects for my webxr scenes. So… I’ve been refactoring some of my latest voxels engines/projects into a more general purpose voxels editor.
It can quickly generate arbitrary geometry from a few lines of code, also allows to manually edit some details and exports right into the threejs editor.
I did also put together a small boilerplate/example of a multiplayer webxr appreciation room with teleport and voicechat as an example on how to use the exports generated by the editor:
I just uploaded a small update to the editor that adds a new button that computes and exports a set of physics boxes that you can plug into the AmmoPhysics class from the threejs examples.
Here’s a small example that runs smoothly on the oculus quest showing how to do that:
I did some updates to the editor lately. The most significant besides improvements and bugfixes is that now it also allows to export a lightmap that you can use to light dynamic objects in your scenes: