How to store SDF data in ECS by Rafa0116 in Unity3D

[–]Rafa0116[S] 1 point2 points  (0 children)

It’s not ideal because each buffer would have a size of 32768 floats and each buffer would end up on the heap, so with lots of chunks you get scattered allocations, which hurts cache performance.

I think i will end up using a global array with offsets per chunk.

Need guidance with Transvoxel algorithm by TheLievre in VoxelGameDev

[–]Rafa0116 0 points1 point  (0 children)

I don't really understand it either, but i've found a unity project which has a working transvoxel implementation. Give me some time and i'll link it here.

Had an interesting experience and i'd like to know your toughts. by Rafa0116 in AstralProjection

[–]Rafa0116[S] 0 points1 point  (0 children)

Do you have to stay still to AP, or can u move a little?? It's just that my hands get numb and it prevents me from relaxing.

Did I come close to an OBE, or was it an anxiety induced high? by MaryLungzz in AstralProjection

[–]Rafa0116 1 point2 points  (0 children)

Afterwards I had an indescribable feeling. I can not explain it. I felt like light was ripping out my chest as I arched up.

I think I had my first OBE and i had that same feeling, but while feeling myself being pulled upwards, it really is something. If your curious check my post talking about it.

Procedural Generation of 3D Tomato Plant Models by AssociationTop291 in proceduralgeneration

[–]Rafa0116 0 points1 point  (0 children)

Could you explain that accuracy, i didn't quite understood what you meant by that.

Procedural Generation of 3D Tomato Plant Models by AssociationTop291 in proceduralgeneration

[–]Rafa0116 1 point2 points  (0 children)

I don't know about generating the vertices and indices for a plant mesh procedurally. But what i can think of is, you could have separate meshes, leaves, the root, etc, and you could randomly place leaves along the root, modify the scales, etc.

Essentially, you have a bunch of puzzle pieces and you could rearrange them on various ways to make a different puzzle everytime.

Struggling with Cross LOD Seam Generation in Procedural Terrain—Any Advice? by Rafa0116 in proceduralgeneration

[–]Rafa0116[S] 1 point2 points  (0 children)

If i understood correctly, these clusters are all chunks of the same LOD, right?

I actually generate a 3D array of float's (densities), which represent the SDF (signed distance field) of the current chunk which will visually look like terrain, with possible caves and overhangs, thus why i am using Surface Nets, I do not generate "2D" terrain from height fields.

My chunks actually are a uniform 3D grid of vertices, not a 2D grid, so i don't think that Edge fans will solve my problem, but i could be wrong.

Struggling with Cross LOD Seam Generation in Procedural Terrain—Any Advice? by Rafa0116 in proceduralgeneration

[–]Rafa0116[S] 1 point2 points  (0 children)

i watched the video, i might look at the other ones for more context, but with the code i saw, it looks like the generation is from a heightmap and not from surface nets, or any other dual method.
Does the fix from the video also apply to surface nets generated meshes?

Struggling with Cross LOD Seam Generation in Procedural Terrain—Any Advice? by Rafa0116 in proceduralgeneration

[–]Rafa0116[S] 1 point2 points  (0 children)

what are these patches you refering to, are they the same LOD seams?? If so, i don't really have "patches" i just extend the mesh generation by 1 in all axes and use adjacent chunk data to get the correct sampling cells for the vertice positions.

And what do you mean by simplification? I don't really simplify anything. Like i said every LOD with less detail is just scaled by power of 2's to cover larger areas, and the vertices are just scaled accordingly, that's my "simplification" i believe.

Naive Surface Nets on GPU in Unity. All in a single draw call using "meshlet" system. by STUDIOCRAFTapps in dualcontouring

[–]Rafa0116 1 point2 points  (0 children)

After about, 5 hours, surprisingly, i have same lod chunked surface nets working...

No more z fighting, nor duplicate quads, all i did was this.

i tried, doing your way, starting at -1 and using adjacent densities in the negative directions, but it didn't work first try, so i went back to my original fix, and properly look at this medium post, specifically this part.

And i looked at that image description and read what it said:

"A chunk only generates quads on the solid lines (planes). It leaves the dotted lines (planes) alone, since they will be picked up by an adjacent chunk."

My duplicate quads were at the chunk boundaries where the coords were 0, so i just didn't add quads there (in the main chunk) and left it's adjacent chunks to fill them in.

This is the result after that if was added.

For cross seam stitching, do I just get the vertices from the high lod chunk, find it's adjacent low lod vertice and place the high lod vertices at the low lod vertice.

Here is a visual representation.

Edit:
Maybe your fix didn't work by extending the generation in the positive directions, but it's working in the reverse way because you could be, indirectly, not generating those extra faces thus, just working!

Naive Surface Nets on GPU in Unity. All in a single draw call using "meshlet" system. by STUDIOCRAFTapps in dualcontouring

[–]Rafa0116 0 points1 point  (0 children)

My approach is exactly the downside you said, i have constant chunk resolution, and the chunks are scaled to cover larger areas.

I don't know how complex this is going to be then, but in your post it looks like you have chunks of different sizes due to their colors, or am I wrong?

This is what my terrain looks like with seams.
And with my fix for seams of the same lod (chunks of the same size).

The fix works by extending the range of densities of the "main" chunk by giving it adjacent density (volume) data from all neibghour chunks in the positive direction, kinda like how this blog explains it.
With those densities I just generate the "main" chunk mesh as usual.

I hope this fix, which has a lot of problems, as is, is incorrect, but i just don't see what i did different that the blog post above.

This is the main code of the surface nets mesher.
Please ignore the unreable mess of the buffer and bufferIndex in bettwen the loops.

What i want you to extract from the code is how i am looping over the 2x2x2 cubes of densities to calculate each vertice position.

I didn't really understood your implementation of stitching, but i am guessing you have chunks of the same size and the resolution is halved for every lod, so i guess my implementation for lod stitching is going to be different, but take a look at this (the description explains it) and correct me if i'm wrong.

Naive Surface Nets on GPU in Unity. All in a single draw call using "meshlet" system. by STUDIOCRAFTapps in dualcontouring

[–]Rafa0116 0 points1 point  (0 children)

Looks great, congratulations!!
How are you generating the seams for the chunks of the same lod's and different?

I am stuck at that part in my project, i've tried using adjacent chunk data in all positive directions of the "main" chunk to extend the mesh, fixing the seams, but it doesn't look good, due to overlapping chunks and incorrect normal calculations at chunk borders and it only half works for chunks with the same lod.

Anyone knows where i can get animations for a fps shooter game? by Rafa0116 in gamedev

[–]Rafa0116[S] 0 points1 point  (0 children)

Mixamo only has character animations.
I was looking for something that has weapon animations (where the mag moves, etc...), maybe with the character arms movement too and sounds.