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I've implemented a Marching Cubes algorithm for the terrain.

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As a little update, I've decided to look into the implementation of Marching Cubes, because my vision for this project is to have a smooth terrain and someone in another Forum pointed me to Marching Cubes.

The first implementation was a success (in all honesty, I just googled and found it on github and just added it to my project and tweaked it a little...).

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I've decided to pay around with shaders and fog a bit more, to get a better look and feel for this.

In the next iterations, I'd love to try and make the terrain a little bit more lively.
I'd love to just add grass and flowers and overgrowth wherever the grass texture shows, but I have no clue how I'd approach that, since this is no Unity terrain. One option would be shaders, or I'd have to programatically add this to the chunk generation algorithm or make a new one, that checks where there is grass and checks the slopes and then adds random grass meshes to each tile...

Not being a professional programmer really proves as a disadvantage, but I hope I can build enough nice scenery and mock-ups to attract some skilled developers to help me out on this journey...

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Right now, there isn't much to do than to just walk around the terrain and explore a bit but that's the start of every great journey, isn't it?

Stay tuned for more progress.

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