#CatmullClark
2025 05 23 16 46 24
YouTube video by Ian Badcoe
youtu.be
May 23, 2025 at 6:36 PM
#GameDev #Godot #Geometry #Procedural #PCG #CatmullClark #Subdivision #GeometryMerging #Prototyping

A short playlist showing a couple of examples of merging geometry from an input set of cubes and then CCS subdividing [1/2]
May 19, 2025 at 1:51 PM
CW:

#GameDev #Godot #Subdivision #CatmullClark #Cheese

I got tempted by the idea of experimenting with subdivision surfaces again, and, consequently, I present: Cheese!

CW: Possibly mild trypophobia
April 24, 2025 at 9:55 PM
#GameDev #Godot #Subdividsion #CatmullClark #DebugDrawModeTotheRescue

Aaaaand, fixed! That wasn't really six hours solid debugging, or even an hour of drinking coffee and 4 hours debugging, there was cooking an eating a meal, watching the end of a Scandi Noire murder series... so maybe [1/3]
April 11, 2025 at 8:57 PM
#GameDev #Godot #Subdividsion #CatmullClark #DebugDrawModeTotheRescue

They do work, though! I wasn't able to work out why I had this weird dark wedge on the flat surface at the edge furthest from the light, but drawing the normals shows that vert's normal (for this surface, we have to split [1/2]
April 11, 2025 at 1:51 PM
May have gone a bit over kill on the debug draw modes here...

#GameDev #Godot #CatmullClark #Debug #DrawModes #DebugdrawModes
April 11, 2025 at 1:39 PM
code for tagging verts or edges as "sharp" and implemented the CatmullClark special cases for processing those (which took some getting right, let me tell you, don't talk to me about taking a vert from the new array when it should have come from the old one...)

Not quite as advanced as I [2/4]
April 6, 2025 at 9:31 PM
#GameDev #ProceeduralGeometry #CatmullClark #SmoothEdges #SmoothVertices #SharpEdges #SharpVertices Some more progress with this.

- I got the normal calculations working (but I am not splitting any vertices, which is why the sharp circular edge at the base looks a bit "soft".)

- I added [1/4]
April 6, 2025 at 9:30 PM
#Godot #PGC #Subdivision #CatmullClark #GameDev #ProceduralContent #CSharp #LotsOfScaryLinq

OK, finally got away from cubes... of course, you can't see exactly what shape this is, because I didn't add any normal calculations yet, but "roughly spherical" broadly sums it up...

If I get time [1/3]
April 4, 2025 at 9:09 PM