Timeline for How to construct the marching cubes tables algorithmically?
Current License: CC BY-SA 3.0
7 events
when toggle format | what | by | license | comment | |
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Nov 20, 2016 at 23:40 | answer | added | Max Izrin | timeline score: 1 | |
Feb 27, 2015 at 11:24 | answer | added | sydan | timeline score: 2 | |
Feb 3, 2015 at 13:05 | comment | added | kolenda | If it helps you here's some description of my code you've found :) : kolenda.me/algorithmic-marching-cubes Unfortunately it's just a 1st part of 3 I've planned. | |
Jan 10, 2015 at 10:08 | comment | added | GameDevEnthusiast | @Boreal Purely out of interest. Besides, their cube edge/vertex enumeration/polygon winding is different from mine, and the knowledge gained from implementing MC can prove very useful. Here is a couple of interesting links, but not exactly what I seek: reddit.com/r/VoxelGameDev/comments/18lepu github.com/kolenda/marching-cubes/… Right now I think that using a hand-written adjacency table ('unwrapped cube' with face/edge relations) is the way to go. | |
Jan 10, 2015 at 9:46 | comment | added | jmegaffin | Why would you want to do this? This is the classic problem of reinventing (in this case rediscovering) the wheel. If you really want to write a voxel->mesh algorithm completely from scratch I would recommend using Dual Contouring as there are no lookups required. | |
Jan 9, 2015 at 13:36 | history | tweeted | twitter.com/#!/StackGameDev/status/553545847552888832 | ||
Jan 9, 2015 at 11:04 | history | asked | GameDevEnthusiast | CC BY-SA 3.0 |