Never mind. It was a problem with my matrix multiply function. Nothing to see here, move along. ![]()
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In Topic: camera problem
07 May 2013 - 10:39 AM
In Topic: Smooth Voxel Terrain Generation
31 December 2012 - 09:10 AM
That's a good point. Have you looked at marching cubes? The algorithm will help you generate just the smooth parts of the actual terrain, then you'd have to add the flat sides of the cubes yourself. It isn't too hard, but it can be slow for large terrains.
In Topic: Smooth Voxel Terrain Generation
28 December 2012 - 10:04 AM
Changing the noise function won't do anything to solve the problem. It may or may not make it less noticeable, but the actual problem will still be there. What does it look like without clamping the values to [0, 1]? I expect it would smooth out the terrain, but then some of the blocks would extend a bit past their grid spot. But is that really a problem?
The other suggestion I can make is to look into an algorithm like marching cubes. This lets you extract a polygonal mesh that describes the surface defined by your noise function. A little extra work will make it generate the cubed pieces you're looking for.
In Topic: Shooting in 3D world where mouse clicked
18 December 2012 - 06:18 PM
In simpler words, try something like this:
Game1.Instance.ModelManager.addModel("Arrow", (ModelPosition + new Vector3(0, 40, 0)), Vector3.Normalize(farPoint-(ModelPosition+new Vector3(0,40,0)*2.0f)));
In Topic: Using the Correct Data Structure
18 December 2012 - 05:59 PM
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