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Terrain Triangle Generation
Hello. I've gotten a fairly simple voxel implementation in the shape of a crazy terrain (with cliffs and caves etc.) and I don't know how to make the triangles generate well. This is probably a more advanced topic. I have it so that the voxels on the inside of the terrain are culled out, and then the vertices of the mesh are the voxels. I was thinking this (and tried it, have not had any luck yet) would be the basic structure for doing this: It would go through every vertex, and then the 2 vertices closest to it would form a triangle. Then the vertices closest to that vertex would figure out what single vertex was closest to them, and form another triangle with them.
Would that be a good fast method or not? Let me know what you think would be best.
Answer by Bunny83 · Dec 05, 2012 at 12:46 AM
This is a quite advanced topic, yes ;) It would be interestion how you actually culled the inside? That's usually much more difficult since the amount of data is huge at this stage, but it depends of course on your resolution / density.
One of the most popular algorithms to convert voxels into polygons is the Marching Cubes Algorithm. Just taking the closest vertices will never work. Depending on your processing order you will end up with wild spread triangles which will intersect with a lot others.
Hm, thanks! I'll look into that and try to figure out how to put that into Unity. Also, when using that algorithm, is it limited to using cubes? I was planning for a more natural terrain.
And also (probably very bad method but my laptop handled it alright) I culled the inside by going through every voxel, then for it would count how many filled voxels are around it. If there are 6, then it is culled.
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