Hello, I want to make my terrain 3d- add underground caves, mining option etc.
How can I edit 2d grid? I tried with simple face moving but it doesnt expand grid of course.
I want to achive something like this
Hello, I want to make my terrain 3d- add underground caves, mining option etc.
How can I edit 2d grid? I tried with simple face moving but it doesnt expand grid of course.
I want to achive something like this
I think what you're looking for is marching cubes: https://0fps.net/2012/07/12/smooth-voxel-terrain-part-2/
Yes and I read http://paulbourke.net/geometry/polygonise/
but I cant imagine how it exacly works :/
Any examples in directx?
Marching cube is this black cube on video, but what is isosurface?
Marching cube is this black cube on video, but what is isosurface?
An isosurface in this case is the boundary between the "inside" and the "outside" of the object -- it's the thing you're trying to compute so that you'll have your terrain :)
ok now I am totally lost , thanks :D
I want to lean on http://paulbourke.net/geometry/polygonise/
There's isosurface (it's the thing you're trying to compute so that you'll have your terrain) so what is this box and how can i get position of vertices? Is it volume of terrain?
ohhh and one more: What is isolevel and how can I get it?
I need voxel grid for that, right?
Another example
Yes and I read http://paulbourke.net/geometry/polygonise/
but I cant imagine how it exacly works :/
Any examples in directx?
Marching cube is this black cube on video, but what is isosurface?
>> Marching cube is an algorithm, or set of steps, [snip]
a most lucid explanation!
+1
i'd heard of it, but never looked it up. with just that short explanation you provided, i now understand what it does and how it works. a most clever algo.
thanks, I understand now, one more question:
All of these is how to generate 3d grid base on volume-density data, but how can I edit this grid (videos). Is it editing base on isolevel changes?I already have grid base on height map and I only want to make it editable.
But this will require dynamic buffer and calculate all triangles every time even when i dont edit anything.
Wow, nice idea. Maybe i dont have to recalculate all triangles but I still have to create dynamic buffer for each chunk :/
And I need to store a lot of volume data. What is the best way to increse speed? Binary files?
Wow, nice idea. Maybe i dont have to recalculate all triangles but I still have to create dynamic buffer for each chunk :/
And I need to store a lot of volume data. What is the best way to increse speed? Binary files?
You can also generate the triangles on the GPU in realtime using a geometry shader, so you just send the voxel data directly :)
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