Got my Voronoi system ported to Godot too now...
youtu.be/x6u1ys3l54I
Got my Voronoi system ported to Godot too now...
youtu.be/x6u1ys3l54I
A short playlist showing a couple of examples of merging geometry from an input set of cubes and then CCS subdividing [1/2]
A short playlist showing a couple of examples of merging geometry from an input set of cubes and then CCS subdividing [1/2]
#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
#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
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]
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]
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]
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]
#GameDev #Godot #CatmullClark #Debug #DrawModes #DebugdrawModes
#GameDev #Godot #CatmullClark #Debug #DrawModes #DebugdrawModes
Not quite as advanced as I [2/4]
Not quite as advanced as I [2/4]
- 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]
- 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]
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]
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]