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I'm having trouble understanding Dual Contouring yet and I need some explanations from someone who has first hand experience.

I searched all I could before writing this question. I've already read:

And I'm currently working through:

I'm not used to all the calculus and math and the information doesn't get into my brain. I really need some clarification, or a tutorial, please.

I'm creating a 3D game with destructible map in Unity 5. I implemented a Minecraft-like voxel system. But how does Dual Contouring work (and how do I implement it in C#)? I don't want to reinvent the wheel, I want to USE it, but if I can't find a ready-made solution in Unity then I need a grounding in how this algorithm works so I can implement it myself.

Not solutions:

Can someone explain dual contouring?Can someone explain dual contouring? is not a duplicate... It's not for me! That question is too straight to the result as the person already mostly understands the proccess. I need help understanding the roles of each function and math components, like the QEF and density.

Also, I looked into Marching Cubes but that won't work for me as I read that it doesn't allow having cubic parts of the mesh in the middle of the smooth ones, and I will use "blocks" in some parts.

I'm having trouble understanding Dual Contouring yet and I need some explanations from someone who has first hand experience.

I searched all I could before writing this question. I've already read:

And I'm currently working through:

I'm not used to all the calculus and math and the information doesn't get into my brain. I really need some clarification, or a tutorial, please.

I'm creating a 3D game with destructible map in Unity 5. I implemented a Minecraft-like voxel system. But how does Dual Contouring work (and how do I implement it in C#)? I don't want to reinvent the wheel, I want to USE it, but if I can't find a ready-made solution in Unity then I need a grounding in how this algorithm works so I can implement it myself.

Not solutions:

Can someone explain dual contouring? is not a duplicate... It's not for me! That question is too straight to the result as the person already mostly understands the proccess. I need help understanding the roles of each function and math components, like the QEF and density.

Also, I looked into Marching Cubes but that won't work for me as I read that it doesn't allow having cubic parts of the mesh in the middle of the smooth ones, and I will use "blocks" in some parts.

I'm having trouble understanding Dual Contouring yet and I need some explanations from someone who has first hand experience.

I searched all I could before writing this question. I've already read:

And I'm currently working through:

I'm not used to all the calculus and math and the information doesn't get into my brain. I really need some clarification, or a tutorial, please.

I'm creating a 3D game with destructible map in Unity 5. I implemented a Minecraft-like voxel system. But how does Dual Contouring work (and how do I implement it in C#)? I don't want to reinvent the wheel, I want to USE it, but if I can't find a ready-made solution in Unity then I need a grounding in how this algorithm works so I can implement it myself.

Not solutions:

Can someone explain dual contouring? is not a duplicate... It's not for me! That question is too straight to the result as the person already mostly understands the proccess. I need help understanding the roles of each function and math components, like the QEF and density.

Also, I looked into Marching Cubes but that won't work for me as I read that it doesn't allow having cubic parts of the mesh in the middle of the smooth ones, and I will use "blocks" in some parts.

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It's been a long time since I asked a question here; I had not a so difficult programming situation until now.

So, I searched all I could before writing this question. The thing is I really can't understandI'm having trouble understanding Dual Contouring yet and I need some explanations from someone who knows how this works. I don't have a teacher to ask now, so I need to find someone here in the internet who understands the subjecthas first hand experience.

I searched all I could before writing this question. I've already read:

And I'm reading nowcurrently working through:

But the thing is: I'm not used to all thosethe calculus and math and the information doesn't get into my brain. I really need some clarification, or a tutorial, please.

I'm creating a 3D game with "destructible"destructible map in Unity 5. I already implemented a Minecraft-like voxel system, with "cubes". But how does Dual Contouring work (and how do I implement it in C#)?

EDIT: I had many questions here. I just erased them because people said I asked too much; and I apologize I wrote too much, it's not easy for me to remember all the community rules while making a question and sometimes I make mistakes. Sorry! The question above encapsulates all the erased questions.

I read something about marching squares already I don't want to reinvent the wheel, too. And I understood there were 16 situations when building the voxel system. But that doesn't work for me as I read that marching cubes doesn't allow mewant to have cubic parts of the mesh in the middle of the smooth onesUSE it, andbut if I will use "blocks"can't find a ready-made solution in some parts.

Any information will help!Unity then I mean any in all ways, from the introductionneed a grounding in the subject to the end, or code examples or even pseudo code explainedhow this algorithm works so I can implement it myself.

EDIT: I don't want to reinvent the wheel, I want to USE it. :c)Not solutions:

EDIT: If you find the question Can someone explain dual contouring? is not a duplicate... It's not for me! That question is too straight to the result as the person already knows something aboutmostly understands the proccess. I need help understanding the roles of each function and math components, like the QEF and density.

THANKSAlso, I looked into Marching Cubes but that won't work for me as I read that it doesn't allow having cubic parts of the mesh in advance!the middle of the smooth ones, and I will use "blocks" in some parts.

It's been a long time since I asked a question here; I had not a so difficult programming situation until now.

So, I searched all I could before writing this question. The thing is I really can't understand Dual Contouring yet and I need some explanations from someone who knows how this works. I don't have a teacher to ask now, so I need to find someone here in the internet who understands the subject.

I've already read:

And I'm reading now:

But the thing is: I'm not used to all those calculus and math and the information doesn't get into my brain. I need some clarification, or a tutorial.

I'm creating a 3D game with "destructible" map in Unity 5. I already implemented a Minecraft-like voxel system, with "cubes". But how does Dual Contouring work (and how do I implement it in C#)?

EDIT: I had many questions here. I just erased them because people said I asked too much; and I apologize I wrote too much, it's not easy for me to remember all the community rules while making a question and sometimes I make mistakes. Sorry! The question above encapsulates all the erased questions.

I read something about marching squares already, too. And I understood there were 16 situations when building the voxel system. But that doesn't work for me as I read that marching cubes doesn't allow me to have cubic parts of the mesh in the middle of the smooth ones, and I will use "blocks" in some parts.

Any information will help! I mean any in all ways, from the introduction in the subject to the end, or code examples or even pseudo code explained.

EDIT: I don't want to reinvent the wheel, I want to USE it. :c)

EDIT: If you find the question Can someone explain dual contouring? a duplicate... It's not for me! That question is too straight to the result as the person already knows something about the proccess. I need help understanding the roles of each function and math components, like the QEF and density

THANKS in advance!

I'm having trouble understanding Dual Contouring yet and I need some explanations from someone who has first hand experience.

I searched all I could before writing this question. I've already read:

And I'm currently working through:

I'm not used to all the calculus and math and the information doesn't get into my brain. I really need some clarification, or a tutorial, please.

I'm creating a 3D game with destructible map in Unity 5. I implemented a Minecraft-like voxel system. But how does Dual Contouring work (and how do I implement it in C#)? I don't want to reinvent the wheel, I want to USE it, but if I can't find a ready-made solution in Unity then I need a grounding in how this algorithm works so I can implement it myself.

Not solutions:

Can someone explain dual contouring? is not a duplicate... It's not for me! That question is too straight to the result as the person already mostly understands the proccess. I need help understanding the roles of each function and math components, like the QEF and density.

Also, I looked into Marching Cubes but that won't work for me as I read that it doesn't allow having cubic parts of the mesh in the middle of the smooth ones, and I will use "blocks" in some parts.

added 266 characters in body
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It's been a long time since I asked a question here; I had not a so difficult programming situation until now.

So, I searched all I could before writing this question. The thing is I really can't understand Dual Contouring yet and I need some explanations from someone who knows how this works. I don't have a teacher to ask now, so I need to find someone here in the internet who understands the subject.

I've already read:

And I'm reading now:

But the thing is: I'm not used to all those calculus and math and the information doesn't get into my brain. I need some clarification, or a tutorial.

I'm creating a 3D game with "destructible" map in Unity 5. I already implemented a Minecraft-like voxel system, with "cubes". But how does Dual Contouring work (soand how do I can implement it in C#)?

  • what's the density math and what is it used for? Do I need to check for the neighbour voxels values to get the density?
  • what's an isosurface?
  • and what's exactly an hermite data?
  • for implementing the Minecraft-like voxel engine I had to put the vertices in the grid. And triangles were in the edges of each voxel. Where are they going to stay now?

EDIT: I had many questions here. I just erased them because people said I asked too much; and I apologize I wrote too much, it's not easy for me to remember all the community rules while making a question and sometimes I make mistakes. Sorry! The question above encapsulates all the erased questions.

I read something about marching squares already, too. And I understood there were 16 situations when building the voxel system. But does it applythat doesn't work for me as I read that marching cubes doesn't allow me to dual contouring?have cubic parts of the mesh in the middle of the smooth ones, and I will use "blocks" in some parts.

Any information will help! I mean any in all ways, from the introduction in the subject to the end, or code examples or even pseudo code explained.

EDIT: I don't want to reinvent the wheel, I want to USE it. :c)

Oh, andEDIT: If you find the question Can someone explain dual contouring? doesn't helpa duplicate... It's not for me because it doesn't have any introductory information! That question is too straight to the result as the person already knows something about the proccess. I need help understanding the roles of each function and math components, like the QEF and density

THANKS in advance!

It's been a long time since I asked a question here; I had not a so difficult programming situation until now.

So, I searched all I could before writing this question. The thing is I really can't understand Dual Contouring yet and I need some explanations from someone who knows how this works. I don't have a teacher to ask now, so I need to find someone here in the internet who understands the subject.

I've already read:

And I'm reading now:

But the thing is: I'm not used to all those calculus and math and the information doesn't get into my brain. I need some clarification, or a tutorial.

I'm creating a 3D game with "destructible" map in Unity 5. I already implemented a Minecraft-like voxel system, with "cubes". But how does Dual Contouring work (so I can implement it)?

  • what's the density math and what is it used for? Do I need to check for the neighbour voxels values to get the density?
  • what's an isosurface?
  • and what's exactly an hermite data?
  • for implementing the Minecraft-like voxel engine I had to put the vertices in the grid. And triangles were in the edges of each voxel. Where are they going to stay now?

I read something about marching squares already, too. And I understood there were 16 situations when building the voxel system. But does it apply to dual contouring?

Any information will help! I mean any in all ways, from the introduction in the subject to the end, or code examples or even pseudo code explained.

EDIT: I don't want to reinvent the wheel, I want to USE it. :c)

Oh, and the question Can someone explain dual contouring? doesn't help me because it doesn't have any introductory information.

THANKS in advance!

It's been a long time since I asked a question here; I had not a so difficult programming situation until now.

So, I searched all I could before writing this question. The thing is I really can't understand Dual Contouring yet and I need some explanations from someone who knows how this works. I don't have a teacher to ask now, so I need to find someone here in the internet who understands the subject.

I've already read:

And I'm reading now:

But the thing is: I'm not used to all those calculus and math and the information doesn't get into my brain. I need some clarification, or a tutorial.

I'm creating a 3D game with "destructible" map in Unity 5. I already implemented a Minecraft-like voxel system, with "cubes". But how does Dual Contouring work (and how do I implement it in C#)?

EDIT: I had many questions here. I just erased them because people said I asked too much; and I apologize I wrote too much, it's not easy for me to remember all the community rules while making a question and sometimes I make mistakes. Sorry! The question above encapsulates all the erased questions.

I read something about marching squares already, too. And I understood there were 16 situations when building the voxel system. But that doesn't work for me as I read that marching cubes doesn't allow me to have cubic parts of the mesh in the middle of the smooth ones, and I will use "blocks" in some parts.

Any information will help! I mean any in all ways, from the introduction in the subject to the end, or code examples or even pseudo code explained.

EDIT: I don't want to reinvent the wheel, I want to USE it. :c)

EDIT: If you find the question Can someone explain dual contouring? a duplicate... It's not for me! That question is too straight to the result as the person already knows something about the proccess. I need help understanding the roles of each function and math components, like the QEF and density

THANKS in advance!

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