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This repository has been archived by the owner on Jul 22, 2023. It is now read-only.
This is useful as a system I have relies on the bounding boxes of possible zones that it can allocate to create a grid with cells of the biggest size.
This can be done at runtime, but this would require the server to then replicate this information to the client (which also needs to know the cell size, for different purposes), making it an asynchronous operation, which is not ideal. The better solution is to pre-compute this and store that information in a ModuleScript. I can do this with a plugin, but it is preferable that remodel does this to limit manual work.
The text was updated successfully, but these errors were encountered:
Starting to involve interesting vector math will definitely expand the scope of Remodel. I'm willing to start working towards this proposal in pieces, though! #46 is a step in the right direction.
It might be a bit over-engineered, but it might be possible for more complicated behaviors like these to be split up into separate crates? As in, I could build a remodel-get-bounding-box crate, and choose to include it, or something like that.
I think that's a bit too fine-grained. A crate that adds a bunch of interesting math operations to the rbx_types types would be welcome I think, though.
https://developer.roblox.com/en-us/api-reference/function/Model/GetBoundingBox
This is useful as a system I have relies on the bounding boxes of possible zones that it can allocate to create a grid with cells of the biggest size.
This can be done at runtime, but this would require the server to then replicate this information to the client (which also needs to know the cell size, for different purposes), making it an asynchronous operation, which is not ideal. The better solution is to pre-compute this and store that information in a ModuleScript. I can do this with a plugin, but it is preferable that remodel does this to limit manual work.
The text was updated successfully, but these errors were encountered: