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Dynamic terrain polygonization #127

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kvark opened this issue Oct 8, 2020 · 6 comments · May be fixed by #188
Open

Dynamic terrain polygonization #127

kvark opened this issue Oct 8, 2020 · 6 comments · May be fixed by #188

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@kvark
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kvark commented Oct 8, 2020

The terrain is mostly smooth. It would be most efficient to render from any angle if we could polygonize it.
This crate may come handy - https://github.com/PsichiX/density-mesh . It supports providing a height (or a steepness) map. We just need to figure out how to generate one based on the level data.

@PsichiX
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PsichiX commented Oct 8, 2020

hi! author of the crate here. Could you provide me a file (PNG preferred) with the heightmap data? i could perform optimizations and quality test on that and improve the crate :)

@kvark
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kvark commented Oct 8, 2020

@PsichiX thank you for showing up here!
I'll surely do. The first step is to generate a PNG for it properly. Vangers level data uses a 2.5-layer inteleaved in-house format, so I'll need to make some adjustments to the converter first to process this in the format density-mesh expects.

@PsichiX
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PsichiX commented Oct 9, 2020

Just published version 1.2 with support for chunks and other optimizations :D

heightmap vis

@kvark
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kvark commented Oct 9, 2020

Whoa, that was super quick, greatly appreciated!
I'm excited to try this out, although I may start working on this in a week or so. It's good to know there is a path forward ❤️

@stalkerg
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stalkerg commented Oct 9, 2020

Nice!
It's was my original idea 5 years ago... ) I hope you reach success.

@kvark kvark pinned this issue Oct 16, 2020
@kvark kvark linked a pull request Jan 25, 2022 that will close this issue
@kvark
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kvark commented Jan 31, 2022

The closest thing in research that I found is this - https://tildesites.bowdoin.edu/~ltoma/teaching/cs350/spring04/Handouts/scape.pdf
Basically, a modification of Delauney algorithm for height maps. There is a few variations with different trade-offs.

@kvark kvark unpinned this issue Nov 7, 2022
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3 participants