| bio | website | |
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| location | ||
| age | ||
| visits | member for | 10 months |
| seen | May 18 at 2:43 | |
| stats | profile views | 9 |
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Mar 10 |
awarded | Notable Question |
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Jan 9 |
awarded | Popular Question |
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Aug 15 |
comment |
How to generate caves like minecraft? Maybe not exactly what I wanted to hear, but what I was expecting. Thanks again HaltingState. :) |
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Aug 14 |
comment |
How to generate caves like minecraft? Not necessary, but if you could elaborate on that last paragraph, I'd greatly appreciate it. To generate a worm, I'd assume you'd need a starting point per worm, which would need to be within N chunks of any player where N is the max length of a worm. |
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Aug 11 |
awarded | Nice Question |
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Aug 10 |
awarded | Popular Question |
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Aug 8 |
accepted | How to generate caves like minecraft? |
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Aug 5 |
comment |
How to generate caves like minecraft? I may just not understand exactly what you mean by this, but how would I do this on the fly chunk by chunk as the world generates? |
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Aug 5 |
revised |
How to generate caves like minecraft? deleted 4 characters in body |
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Aug 4 |
asked | How to generate caves like minecraft? |
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Jul 28 |
accepted | How to remove floating terrain when generated with 3D Perlin Noise? |
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Jul 27 |
asked | How to remove floating terrain when generated with 3D Perlin Noise? |
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Jul 11 |
awarded | Supporter |
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Jul 11 |
accepted | 3D Texture Mapping (Atlas) |
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Jul 11 |
comment |
3D Texture Mapping (Atlas) You're definitely right about the cracks. Figured out that it was a texture issue. My next question then lies in the possibility of using multiple UVs per vertex rather than duplicating the entire vertex. I've not done anything like that before and it might warrant posting it as a separate question, but if you have any familiarity with it, please let me know. Thanks :) |
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Jul 11 |
comment |
3D Texture Mapping (Atlas) When I duplicate the vertices, I get 'cracks' between faces at certain distances/angles. Having one large object fixes that issue. It's not a problem to generate all 24 vertices, it just seemed extremely unnecessary to multiply memory usage by 300%. This is all for a cube-like terrain with very small 'cubes' and a very large need for very long range view distances. Keeping memory requirements low is already going to be a challenge for me with millions of quads visible at a time. Even if the cracks is an issue to be fixed via another method, that's still a lot of extra memory to be used. |
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Jul 10 |
revised |
3D Texture Mapping (Atlas) added 128 characters in body |
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Jul 10 |
revised |
3D Texture Mapping (Atlas) deleted 2 characters in body |
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Jul 10 |
awarded | Editor |
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Jul 10 |
revised |
3D Texture Mapping (Atlas) Added image for clarity |