generated and manipulated terrain

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generated and manipulated terrain

Postby tanzfisch » Wed Feb 10, 2016 1:47 pm

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Re: generated and manipulated terrain

Postby Julio Jerez » Fri Feb 19, 2016 2:24 pm

wow, this is actually quite impressive. do you generate the voxel mesh on the flight?
very nice.
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Re: generated and manipulated terrain

Postby Stucuk » Fri Feb 19, 2016 9:12 pm

Reminds me of Red Faction's Geo-Mod engine where you could literally destroy walls/etc and make tunnels. Having that ability with proper physics/etc would be cool.
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Re: generated and manipulated terrain

Postby tanzfisch » Thu Mar 24, 2016 5:08 am

Hi,

thank you. Yes the data is generated on the fly.
I'm using something like Marching Cubes including some ideas from dual contouring to get it smooth.

Currently I'm using TreeCollisions for the meshs. Mainly because I did not know about User Meshs before.
But the results are actually quite fine so I will stick to that.

Greetings
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Re: generated and manipulated terrain

Postby Julio Jerez » Thu Mar 24, 2016 9:32 am

tanzfisch wrote:Currently I'm using TreeCollisions for the meshs. Mainly because I did not know about User Meshs before.
But the results are actually quite fine so I will stick to that.
Greetings


wow, you are build a mesh each time you make a modification?
try understanding the user mesh, it could make it about 100 time faster, I estimate at a minimum 100 time. and save more 10 to 20 time the memory
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Re: generated and manipulated terrain

Postby tanzfisch » Tue Mar 29, 2016 4:23 am

Hi,

yes I have an idea what the user mesh is about. But right now my architecture is in the way. To change that I need some time.
Even if it is massively faster. My bottle neck currently is not the newton interface but the data generation it self and I also have some stutter due to some threads blocking each other.

Unfortunately now I also have less time again for my personal projects. :-(
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