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What are some good marching cube resources?
I would like to mess around a bit with marching cubes but am finding the resources/tutorials to be a little sparse (Probably because it's an 'advanced topic' so it's mostly in the form of papers). The most useful tutorial I have found so far is this catlikecoding which looks at marching squares.
I would like to try and create something similarly looking to this but any code I've found on github has been filled with errors. Although the source that is linked in the video is useful I was wondering if there were any resources/tutorials that you know of that will help me in creating something similar.
EDIT: Thanks for the links so far, I'll give them all a go and I'll edit this again with a more detailed response. Hopefully this can help other people later on.
EDIT 2: I have made my marching cubes using an adapted version from Sebastian Lauge for the generation and used the script for generating the cubes from Digital Dust. (Both answers were very useful thank you).
You should check the Asset Store, there is a handful of free ones with all the source code. Also Cubiquity is pretty decent and amazing on resources, but if I remember correctly they do seal some of the code into DLLs, though they have some revolutionary ideas, and are working towards the ability to have millions of tiny cubes so that to make textures not even needed.
Essentially the only way to make this work properly is to dynamically rework the mesh chunks when a cube is broken, the $$anonymous$$imal overhead is only in the fact that normally only 1 or 2 chunks are being altered at any given time.
Even $$anonymous$$ecraft does something similar, pretty sure you can even see the $$anonymous$$ecraft source code if you google it, it's pretty simple Java code.
Answer by onehand · May 12, 2017 at 09:50 AM
@scrawk has a nice sample on his blog here. Unity package is provided: https://www.digital-dust.com/single-post/2017/03/15/Marching-Cubes-in-Unity
GPU Gems 3 also has a helpful chapter explaining the algorithm here: https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch01.html
Lengyel's dissertation on voxel-based terrain is also very useful and it includes the transvoxel algorithm: http://transvoxel.org/Lengyel-VoxelTerrain.pdf
Answer by Namey5 · May 12, 2017 at 06:36 AM
https://www.youtube.com/watch?v=yOgIncKp0BE
Sebastian Lauge had a good series on procedural generation, including the use of marching squares. From memory he goes through how each part works, so it wouldn't be too difficult to translate the information into 3D, it would just take more steps and understanding.
$$anonymous$$arching squares at catlike coding will give you the resources info you essential but you'll have to induce the extra measurement yourself check out custom dissertation help (should be frank if you worked out the mesh cohort well sufficient) $$anonymous$$y $$anonymous$$arching dices application is based on Paul bourke's one. I am using the GRIDCELL construction from it, but having further colors.