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How is this mechanic implemented?
If someone remembers the Dungeon Keeper series of games:
There you can dig the entire territory of the map to clear the area for the construction of rooms. Such a one-layer minecraft. Wall-cubes, unlike minecraft, are all uneven, crooked. What mechanics is implemented? The very first thing that comes to mind is that each cube of the wall is a separate object, which is matched along the curvature to the neighboring one, so that everything looks holistic. But maybe this is implemented in other ways, for example, through shaders? In which direction to look for information?
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I think it applies a tile-grid (matrix) of 2x2 or 4x4 repeating wave-deformations to any 3D object.
Not aware of the game: if you take a “crooked” cube, can you try to insert it in another place?
If not, then the option of some function of the coordinates, for example , Perlin noise , slightly distort the coordinate grid.
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