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 Post subject: Re: PolyVox and Unity3D
PostPosted: Wed Nov 20, 2013 2:56 pm 

Joined: Mon Nov 18, 2013 3:06 pm
Posts: 8
I've put Unity up for my Procedural Voxel projects and I've integrated PolyVox into my C++ Game Engine which uses Ogre3D and a bunch of other Libraries for different things. I started playing around with Generating Procedural Trees using the Space Colonization Algorithm - http://algorithmicbotany.org/papers/col ... .large.pdf

They still need some work but I think once I get them finished they will look pretty cool.

Here are some screenshots so far:

Image
Image
Image


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 Post subject: Re: PolyVox and Unity3D
PostPosted: Thu Nov 21, 2013 9:20 am 
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Joined: Sun May 04, 2008 6:35 pm
Posts: 1827
Looks good - you might also find that running the LowPassFilter class over your tree helps it looks more natural?


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 Post subject: Re: PolyVox and Unity3D
PostPosted: Thu Nov 21, 2013 1:53 pm 

Joined: Mon Nov 18, 2013 3:06 pm
Posts: 8
Well I got the Low Pass Filter setup and working. It makes the terrain look good but it destroys the trees. The Tree branches are only a single voxel so I'm guessing the Low Pass Filter removes them. Just gives me a reason for adding width to the Branches.


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