tag:blogger.com,1999:blog-5055426614227209030.post860842360375137654..comments2022-09-22T17:40:53.185-07:00Comments on Nick's Voxel Blog: Fixing a seams bugNick Gildeahttp://www.blogger.com/profile/14927025572317527151noreply@blogger.comBlogger11125tag:blogger.com,1999:blog-5055426614227209030.post-78508552281677710922020-12-12T12:17:10.046-08:002020-12-12T12:17:10.046-08:00https://github.com/proton2/java-leven/blob/e2c45af...https://github.com/proton2/java-leven/blob/e2c45af71620f160e6fe0ec3346f60a2ad80d117/src/dc/AbstractDualContouring.java#L172proton2https://www.blogger.com/profile/10515481850985499537noreply@blogger.comtag:blogger.com,1999:blog-5055426614227209030.post-80054870829106072742020-12-12T12:15:44.305-08:002020-12-12T12:15:44.305-08:00The following solution helped - disable the creati...The following solution helped - disable the creation of polygons formed by cells belonging to neighboring chunks.<br /><br />// To avoid overlap seam mesh with chunk mesh. If all 4 nodes of seam belong to only one chunk, then this is not a seam.<br />if(isSeam &&<br /> (node[0].getChunk().equals(node[1].getChunk()) &&<br /> node[1].getChunk().equals(node[2].getChunk()) &&<br /> node[2].getChunk().equals(node[3].getChunk()))<br /> ){<br /> return;<br /> }<br /><br />Thank man SVD https://sites.google.com/site/svdsprogrammerportfolio/home for advice!proton2https://www.blogger.com/profile/10515481850985499537noreply@blogger.comtag:blogger.com,1999:blog-5055426614227209030.post-63895237991202008622020-11-25T11:26:13.658-08:002020-11-25T11:26:13.658-08:00artifacts from seams appear on a steep mountainsid...artifacts from seams appear on a steep mountainside<br /><br />https://imgur.com/O8raNb0proton2https://www.blogger.com/profile/10515481850985499537noreply@blogger.comtag:blogger.com,1999:blog-5055426614227209030.post-57670676558122776372020-11-25T03:56:25.605-08:002020-11-25T03:56:25.605-08:00This method helps, but not always. Artifacts somet...This method helps, but not always. Artifacts sometimes appear. Any thoughts on what is the reason?<br /><br />https://imgur.com/ORGqpqT<br />https://imgur.com/kcWRqab<br /><br />https://github.com/proton2/java-leven/blob/28c6847f4ac5f749f566fbacd2feed929da7517d/src/dc/AbstractDualContouring.java#L143proton2https://www.blogger.com/profile/10515481850985499537noreply@blogger.comtag:blogger.com,1999:blog-5055426614227209030.post-78580384888268954852016-08-27T08:05:27.278-07:002016-08-27T08:05:27.278-07:00Thanks for the feedback.
I'm not sure I 100% ...Thanks for the feedback.<br /><br />I'm not sure I 100% understand your point, but it looks like you have 2 overlapping chunks generating a seam, which may be where the confusion is. <br /><br />I don't think I'm getting any redundant quads because of the way the seam 'responsibility' is split between the chunks, you can see the sort of invert L shape this gives in 2D in earlier post.Nick Gildeahttps://www.blogger.com/profile/14927025572317527151noreply@blogger.comtag:blogger.com,1999:blog-5055426614227209030.post-59722082584822316202016-08-26T03:45:58.616-07:002016-08-26T03:45:58.616-07:00There seems to be a small problem with this soluti...There seems to be a small problem with this solution.<br />You avoid creating redundant quads within the same 2x2x2 chunk group, but there can still be overlapping polys coming from different groups.<br />It's better to illustrate with a picture: http://imgur.com/a/RUo2K<br />Ещё один быдлокодерhttps://www.blogger.com/profile/03372049294464501517noreply@blogger.comtag:blogger.com,1999:blog-5055426614227209030.post-84561988888182144992015-09-27T13:15:47.341-07:002015-09-27T13:15:47.341-07:00Voxel farm looks pretty nice, though because I mig...Voxel farm looks pretty nice, though because I might release my game idea under an open source license (maybe, maybe not), I'd stick to stuff that's friendlier licensing.Zauber Paracelsushttps://www.blogger.com/profile/05779527903717005599noreply@blogger.comtag:blogger.com,1999:blog-5055426614227209030.post-2816197594908085762015-09-21T12:54:49.270-07:002015-09-21T12:54:49.270-07:00Cool -- sounds like your main aim is just to learn...Cool -- sounds like your main aim is just to learn rather than trying to publish a game? I hope to get a release of this project out some time in the next couple of months, if you can wait that long. If you're wanting to get on with something in the mean time, you could start with my sample and try to expand it, that'll give you a good chance to learn a lot. <br /><br />On the other hand, if you just want a voxel engine you can use right now you might be better off having a look at Voxel Farm.Nick Gildeahttps://www.blogger.com/profile/14927025572317527151noreply@blogger.comtag:blogger.com,1999:blog-5055426614227209030.post-38482716544938301122015-09-17T14:13:51.541-07:002015-09-17T14:13:51.541-07:00Aye, I am. Looking to get into 3D game developmen...Aye, I am. Looking to get into 3D game development with voxel-based environments, and I'm thinking of working either with C++ and Ogre3D, Python and Panda3D, or Haxe and H3D.Zauber Paracelsushttps://www.blogger.com/profile/05779527903717005599noreply@blogger.comtag:blogger.com,1999:blog-5055426614227209030.post-19011139831735911022015-09-09T11:23:09.201-07:002015-09-09T11:23:09.201-07:00The only thing I've released is the sample so ...The only thing I've released is the sample so far. I do have a vague plan to release the main project once I've cleaned some of it up though if that's what you're after.Nick Gildeahttps://www.blogger.com/profile/14927025572317527151noreply@blogger.comtag:blogger.com,1999:blog-5055426614227209030.post-42217293467090151202015-09-09T08:00:23.840-07:002015-09-09T08:00:23.840-07:00Has this solution been released?Has this solution been released?Zauber Paracelsushttps://www.blogger.com/profile/05779527903717005599noreply@blogger.com