Marching-Cubes-Terrain
how-to-make-7-days-to-die-in-unity
Marching-Cubes-Terrain | how-to-make-7-days-to-die-in-unity | |
---|---|---|
3 | 2 | |
545 | 47 | |
- | - | |
0.0 | 10.0 | |
over 2 years ago | almost 4 years ago | |
C# | C# | |
MIT License | - |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Marching-Cubes-Terrain
- Marching Cube
-
Is Unity capable of an efficient blocky style voxel engine?
sadly its not but take a look at https://github.com/Eldemarkki/Marching-Cubes-Terrain
-
Voxel-related resources, tutorials and plugins
i can recommend this project. it uses the new burst compiler and jobs for performance. i also worked a bit together with the repo owner and my voxel framework is somewhat based on his
how-to-make-7-days-to-die-in-unity
-
Need help with Marching Cubes Implementation
I stumbled upon this guy that implements it by having an array that has float values for the block's corners (not blocks themselves), therefore the array is bigger than if it just stored the blocks themselves (link to his code here). My question is if there's a way to rewrite it so it uses the array I'm using, that contains the blocks themselves, instead of the slightly longer array he's using with the block corners. I'm quite confused on how to rewrite it as the way he checks is by checking if the current corner value in the world is above a certain threshold (or so I understand), which doesn't sound like something that supports holes for example, or caves? I am aware that it requires maybe just 1 function to be rewritten and that is the getconfiguration() function to instead check surrounding blocks right? But how would I do that? What would be the checks?
-
Marching Cube
Get the script from this video: https://github.com/b3agz/how-to-make-7-days-to-die-in-unity/tree/master/01-marching-cubes
What are some alternatives?
UE5VoxelTutorial - A collection of voxel mesh generation algorithms
Alta - The Deep
terrain-marching-cubes - Implementation of Marching Cubes algorithm to generate various types of terrains
Unity-Marching-Cubes-Smooth-Voxel-Engine - This is a Marching cubes smooth voxel engine in Unity
AssetStudio - AssetStudio is a tool for exploring, extracting and exporting assets and assetbundles.
isosurface - A project testing and comparing various algorithms for creating isosurfaces.
FileToVox - Tool for convert files into Magicavoxel file
Marching-Cubes
UniRx - Reactive Extensions for Unity
procedural-mesh-tutorial - Files from the procedural mesh tutorial series
Intro-Voxel-Terrain-in-Unity - A course on making the easiest to understand voxel engine (in Unity) using the C#JobSystem.