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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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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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