# Tagged Questions

216 views

### Top-Down Octree Generation of Procedural Terrain

I'm trying to implement a voxel-based terrain generation system in Unity3d (C#). I have successfully implemented a uniform 3d grid system, and have extracted the isosurface out using Marching Cubes ...
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### Tips for density terrain function (using Marching cube) [duplicate]

I've just implemented the marching cube algorithm and tried it out with some different functions for the density, and I think it's working! Ex) density = -v.y + sin(-v.x) + sin(-v.z) But I can't ...
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### Marching Cubes Terrain [closed]

For the past week I've been researching the Marching Cubes algorithm. I hope to use this for Terrain as it would allow the creation of destruction of terrain. After looking at source code and reading ...
3k views

### Cave generation with Perlin worms

I'm currently trying to generate a Minecraft like voxel terrain with 3D Simplex Noise and also want to implement caves. I found the method of Perlin Worms in this thread, which generates really nice ...
3k views

### Voxel terrain engine [closed]

Is there some voxel frameworks or extensions for game engines like Unity? I really need a system to dynamically generate voxel ruinable terrains.
2k views

### Smooth Voxel Terrain

As a personal project, I'm trying to make a terrain generator that will create terrain looking something like the Castle Story smooth terrain. If you haven't seen it before, here: So as you can ...
580 views

### Octrees and Vertex Buffer Objects

As many others I want to code a game with a voxel based terrain. The data is represented by voxels which are rendered using triangles. I head of two different approaches and want to combine them. ...
444 views

### Rendering different materials in a voxel terrain

Each voxel datapoint in my terrain model is made up of two properties: density and material type. Each is stored as an unsigned integer value (but the density is interpreted as a decimal value ...
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### Efficient visualization of a large voxelized volume

Lets consider a large voxelized volume stored in an oct-tree or any other convenient structure. This volume represents, for instance, a landscape, where each block is either empty (air), or it has an ...
2k views

### C# XNA: Effecient mesh building algorithm for voxel based terrain (“top” outside layer only, non-destructible)

To put this bluntly, for non-destructible/non-constructible voxel style terrain, are generated meshes handled much better than instancing? Is there another method to achieve millions of visible quad ...
951 views

### Any ideas on reducing lag in terrain generation?

Ok so here's the deal. I've written an isometric engine that generates terrain based on camera values using 2D perlin noise. I planned on doing 3D but first I need to work out the lag issues I'm ...