Oh, It has been long time since I've posted something here.
It has been a super-busy time for me last month and I have been procrastinating a little bit enjoying #valheim and #uncharted :)
On the other hand I've been working out a hierarchical builds in #scons similar to #maven in #java world. Did some investigation of how to import and combine #mixamo animations and prepare them for #godotengine.
Additionally I've started looking into EditorPlugin and ways to implement #blender like nodes. In #java world you rarely have the opportunity to work with that kind of tooling and is insanely interesting how it should look like and how it should work in #godotengine
I still haven't figured out how those darn #voxel work and why #marchingcubes is the way to go but I've got a serious look at different noises and even generated terrain height-map in terminal
I'm also reading through Inigo Quilez (@iquilezles) https://iquilezles.org/ website and I must say it is a gem. Haven't touched the shaders yet in #godotengine but that's close as I intend to upgrade my terrain to 3D and you need to know one or two things about shaders when doing #voxels. One of the most informative sources about #proceduralgeneration is Sebastian Lague's https://www.youtube.com/watch?v=wbpMiKiSKm8&list=PLFt_AvWsXl0eBW2EiBtl_sxmDtSgZBxB3&index=1 - another gem.