javier-garzo / marching-cubes-on-unity-3d Goto Github PK
View Code? Open in Web Editor NEWTerrain voxel engine with the use of Marching Cubes implemented in Unity 2020.3.17f1 (LTS).
License: MIT License
Terrain voxel engine with the use of Marching Cubes implemented in Unity 2020.3.17f1 (LTS).
License: MIT License
Hey just an idea, but wouldn't it be better to pick a biome by generating 3 sets of float2 perlin or simplex noise, then you can treat those 3 noise values at every place as an rgb colour. Each biome can have a user set colour, whichever biome is closest to that colour at any given point is chosen as the biome. Due to it being perlin or simplex noise this gives quite satisfying biome blobs. But beware that some colours that the eye thinks look different, might actually be quite close in terms of distance! Hope ya have a great day!
The trees are placed on the ground not by biome, but by the type of vertex it is (material), but it does not work quite well
Hi @Javier-Garzo,
I am building a voxel game and I managed to make cubes but I couldn't find a way to prevent interpolation between ground and placed cube.
I want to combine Minecraft-looking blocky voxels combined with a marching cube but this ugly-looking interpolation prevents me, how can I solve this?
support liquid cube or water?
Hi, I have been having fun with your code, and making some changes. I realized on flat planes mesh has 1536 vertices, and 512 triangles. Shouldn't there be 289 vertices since plane is 17 * 17. I just wanted to ask if i could improve performance by reducing the number of vertices somehow.
I have two questions.
Hi, i wanted to know if it was possible to use this generation system in a multiplayer game made with Mirror.
Thanks.
Hi, I suppose I can speak in Spanish but I'll keep talking in English for the community.
Is there any option to make voxels shape smoother? I think yes, but I'm a little bit newbie with voxels.
I bought FastNoise (https://assetstore.unity.com/packages/tools/particles-effects/fastnoise-70706) in the past which could help me to make me an idea about this, so when I have it available I'll come with a PR.
PD: Also I have this tutorial: https://github.com/z3nth10n/AlexStv-Unity-Voxel-Block-Tutorial so I'll be investigating, I'll like to do some kind of procedural cave system with this: https://github.com/z3nth10n/AlexStv-Unity-Voxel-Block-Tutorial
In the meanwhile, you can add me on discord: @z3nth10n#0775
Thanks for your attention!
First off, imo this is one of the best unity marching cubes repos that exists. It's just so damn good.
I was playing around with the FPS scene digging craters and making hills, and the edits I made stay afterwards, even if I close the editor and come back. if the seed is changed, it still keeps that chunk and it leads to that specific memorized chunk having huge holes where the neighbors are supposed to connect and it just doesnt match the surrounding chunks at all.
I read the repo and it said saved files will show up in Application.persistentDataPath+"/chunks". no chunks folder exists. I assume this is due to Save_generated_chunks being false. however, instead there's a worlds folder containing a default folder which has reg files. Im not really sure why this is, or how to make it stop.
Is this intentional?
Is there a way to tell it to clear those reg files on playmode exit?
Or, at the very least, is there a way to have it only load reg files with the same seed?
Again, this system is great and I thank you for it. So much hard work obviously went into this.
Hi, how can I make spherical world shape? What should I change in marching cube algorithm to make world spherical?
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