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:
https://upvoid.com/devblog/2013/05/terrain-engine-part-1-dual-contouring/
http://ngildea.blogspot.com.br/2014/11/implementing-dual-contouring.html
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!