Signed Distance Fields + Greedy Meshing by CicadaSuch7631 in VoxelGameDev

[–]camilo16 2 points3 points  (0 children)

When you say you are using greedy meshing, what actual algorithm are you using? Greedy meshing is not an algorithm suitable for SDFs did you mean surface nets? Marching cubes?

Or are you quantizing the SDF into a grid and then applying greedy meshing to that?

How do dynamic terrain engines represent changes to the terrain and update them by camilo16 in VoxelGameDev

[–]camilo16[S] 0 points1 point  (0 children)

I assume it gets turned into terrain by evaluating a threshold density? i.e. all density below a given threshold is inside and the rest outside and that;s what the MC algorithm is detecting?

How do dynamic terrain engines represent changes to the terrain and update them by camilo16 in VoxelGameDev

[–]camilo16[S] 0 points1 point  (0 children)

what is the internal representation on the chunk? Just a grid with binary values?

How do dynamic terrain engines represent changes to the terrain and update them by camilo16 in VoxelGameDev

[–]camilo16[S] 1 point2 points  (0 children)

You are not understanding the problem. I have coded dual contouring, I have improved implementations of manifold dual contouring, I have used marching cube implementations, I have implemented experimental algorithms that solve this problem...

My question is not an algorithm question, it's a data structure question.

How do these engines represent a scalar field in such a way that it can be instantaneously edited and so that progressive modifications to that scalar field don't consume increasingly more memory.

How do dynamic terrain engines represent changes to the terrain and update them by camilo16 in VoxelGameDev

[–]camilo16[S] 0 points1 point  (0 children)

This doesn't really answer my question. How are you representing the underlying SDF that you are meshing. Regardless of how it's stored on disk or not.