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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