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 Post subject: Have you seen VoxelFarm?
PostPosted: Sat Dec 28, 2013 5:00 pm 

Joined: Sat Dec 21, 2013 3:41 pm
Posts: 10
http://voxelfarm.com/vfweb/index.html
http://www.youtube.com/watch?v=Y5arfh0kJTo#t=84
http://www.youtube.com/watch?v=QnbUoU_UIaM

It's truly incredible. Not only he made procedurally generated photorealistic enviroments, but also voxel brushes created based on models, nearly invisible LOD and destruction physics for voxel world. (where I believe he checks if voxels float in air, and if they do so, removes them, replacing with rigid-body model)


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 Post subject: Re: Have you seen VoxelFarm?
PostPosted: Sun Dec 29, 2013 9:18 am 
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Joined: Sun May 04, 2008 6:35 pm
Posts: 1827
Yes, it's pretty cool stuff. Internally it's using the Dual Contouring algorithm, which has certain advantages over Marching Cubes such as allowing for sharp corners. Actually, over Christmas Matt and I spent some reading the original Dual Contouring paper and we do have some interest in implementing it in PolyVox.


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 Post subject: Re: Have you seen VoxelFarm?
PostPosted: Sun Dec 29, 2013 6:26 pm 

Joined: Sat Dec 21, 2013 3:41 pm
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Whats the difference between normal dual contouring and dual marching cubes?

Would love to see it in PolyVox.


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 Post subject: Re: Have you seen VoxelFarm?
PostPosted: Mon Dec 30, 2013 9:10 am 
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I have to say I'm not that familiar with Dual Marching Cubes. I believe Ogre uses it though: http://www.ogre3d.org/forums/viewtopic.php?f=11&t=72895

I don't know which we'd implement (maybe even a custom approach like Sauerbraten) but I think we would like to see such a new surface extractor in the future.


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