Not so much of a "Boy, how cool", but i dont want this thread to die.

So... My most recent accomplishment was a first running version of a iso surface extraction algorithm i thought of and implemented from scratch. The results are (almost) equal to those of the marching cubes algorithm, but since my algorithm extracts and then triangulates pathes from a grid LOD should be easily implementable ( Which i will have a look into soon. )

So far its running pretty fast concerning its a very naive approach and just meant as a prove of concept... But a remake is in the forge atm and its goin good

"Complex" cases like a 6-Node Path are simplified atm thus details are lost, but this method (with the right implementation) Also allows for sharp features as tested with rotated cubes. This is a little fiddly, tho

I would post a picture of it, but as wireframe its just messy ( As usual: Iso surface with shit tons of triangles ) and i didnt implemented lighting for it yet so its just a clump of... well... Colored Triangles... Every color beeing the same.

If there is intereset i might post more details or try to implement a quick and dirty lighting solution for actual usefull pictures.... ^^"

DONT DIE, THREAD! The world needs peo... topics like you! (Or at least i do, against the boredom!)