Oops, the keyword is "Isosurface Extraction". Join my discord for updates on my current game, Out of the Ashes: tokisan.com/discord See pics and details here: tokisan.com/out-of-the-ashes/
Wow, this looks so cool, this channel is quite impressive, thank you, I'm glad to be on this channel. Based on this project, the possibilities of creating worlds are endless, and I have been impressed that information can be extracted from real maps, by means of that black and white texture.
Looks like the only ""limit"" of this tool is that you lose yourself in the 3D editor when you search the single area you wanna retouch with Godot 'brushes' :p Really dope btw, roguelike games in big roaming maps like Daggerfall Unity.
You're doing some really cool stuff on your channel! Looking forward to more. I would definitely be interested in longer form, more in-depth tutorials or guides from you if you were ever interested in producing content like that! Cheers!
Really cool! Is possible to make an underwater effect with an area and activating fog and/or other post-processing effects. Also the character can enter on a fly mode simulating the swimming..
Will be possible to use a mesh as a boolean to sculpt/subtract the voxel terrain? Like you make a tunnel shape in Blender, then use that tunnel mesh in the voxel terrain which will adapt to this mesh.
I've not heard anything about constructive geometry like functionality being planned. However, you can currently generate tunnels fairly simply with code using the same add/remove functions I use in these videos. In this issue we show graphics demonstrating this: github.com/Zylann/godot_voxel/issues/72
Also I'm not sure if auto changing the brightness on the real height map is an option, since the proportions of the gray values already are in a decent space?
Yeah, if you want the real Finland I guess you should just leave it. But if you want an interesting terrain with peaks and valleys, you'll want to make use of the full tonal range as I did.
Hey mate, is there a way to get the smoothed terrain but by using the original voxel data? Or did you use storage into 8 points like the original marching cubes algorithm?
This module gets voxel data from a heightmap, a 3D noise function, or your can provide your own code like an SDF. This is similar to the original MC implementation which shows a sphere, cylinder, and sine wave SDFs. Data from the SDF is stored in a buffer, which is where modifications are made. The mesh is generated from that buffer.
@@TokisanGames Thank you umm... i tried to interpret this but, well, is it stored as a byte per type like voxels (solid, and air for example), or is it stored in 8 bytes (per corner of the cubes)? Because i looked at the original marching cube over the years and tried implementing but most store the data in the points like this: catlikecoding.com/unity/tutorials/marching-squares/
@@TokisanGames This demo inspires me a bit to make a game more realistic then simple cubes xD So far i've got basic terrain and i finally got it to work fast enough :D facebook.com/MrPenguinStudios/videos/401991750339119/
@@deusxyz If you want more info about the implementation and how the Voxels are stored, look at the source. I linked Zylann's github repository which has all the C++ code. Look at VoxelBuffer and VoxelBlock (a chunk).