Example: Cayley_2 made with “my” marching cubes controller
Have any of you already dealt with marching cubes?
I would like to build such a game where you can change landscapes dynamically. I have no idea how the mathematical function for the marching cube renderer looks like.
I have already found on the web that some people use 2D perlin noise to make 3D perlin noise, but how can I remove or add certain “noises” in specific places?
@Pryme8 is our marching cube expert
Interesting, this is similar to @nasimiasl’s GeometryBuilder
How are you tracking your cells? Basically you just need to be able to assign a texture to a certain area and then sample to manipulate your noises.
Basically handle everything like voxels and then lerp between values on your pseudo 3d texture. So you need to first come up with how to sample the volumetric texture and then you need to figure out how to assign them to specific regions. See if Rollercoaster world or Zoo World that whole franchise has any information on how they did their landscapes. I assume you want kinda the same system.
Just remeber its the same as any sort of volumetric rendering you are just wrapping it in a shell.
the demo you just showed I bet they are using 3d textures, and have prebaked “stamp” tools to fill in their texture buffers. Then they have a bunch of secondary systems going for physics and it even looks like some spring and weight calculations of the indices. Honestly that is quite a demo.
Exactly what we work on it fully web based and live enable in the BABYLON Extensions
So easy to create a mesh with BlocksCAD!
Export it to STL file
and preview in the sandbox (drag&drop exported file)
based on polyhedron notation (Conway polyhedron notation - Wikipedia)
The power of complexity lies in the simplicity.
Geometry builder is really awesome, wish it had enough documentation
Can’t agree more
so i guess release first version time is coming
i start add a document for first version