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add disclaimer to greedy mesh section
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2 changed files with 6 additions and 4 deletions
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<p>Demo of fast terrain generation</p>
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<p>Demo of fast terrain generation</p>
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<video src="demo2.mp4" controls height="320">video not supported :(</video>
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<video src="demo2.mp4" controls height="320">video not supported :(</video>
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<p>Greedy mesh visualisation</p>
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<p>Greedy mesh visualisation</p>
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<h3>Greedy mesh algorithm</h3>
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<h3>Greedy mesh algorithm</h3>
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<p>Disclaimer: this is not done. <b>I will write the rest of this soon™</b></p>
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<p>The algorithm I'm using is one I made myself, inspired by a few others. I could not find an easy to understand explanation of how to do it but <a href="https://vercidium.com/blog/voxel-world-optimisations/">this artice</a> and <a href="https://0fps.net/2012/06/30/meshing-in-a-minecraft-game/">this article</a> gave me somewhere to start</p>
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<p>The algorithm I'm using is one I made myself, inspired by a few others. I could not find an easy to understand explanation of how to do it but <a href="https://vercidium.com/blog/voxel-world-optimisations/">this artice</a> and <a href="https://0fps.net/2012/06/30/meshing-in-a-minecraft-game/">this article</a> gave me somewhere to start</p>
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<p>In this explanation I will assume basic knowledge of how meshes work and how to do the simplest form of culling for voxel meshes.</p>
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<p>In this explanation I will assume basic knowledge of how meshes work and how to do the simplest form of culling for voxel meshes.</p>
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<img src="fig3.png" alt="">
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<img src="fig3.png" alt="">
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<p>fig.3: Long strips of adjacent voxels can be merged into fewer, long quads.</p>
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<p>fig.3: Long strips of adjacent voxels can be merged into fewer, long quads.</p>
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</main>
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</main>
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<footer>
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<footer>
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<p>Copyright © 2022 - CrispyPin</p>
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<p>Copyright © 2022 - CrispyPin</p>
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@ -16,7 +16,10 @@
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<p>Demo of fast terrain generation</p>
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<p>Demo of fast terrain generation</p>
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<video src="demo2.mp4" controls height="320">video not supported :(</video>
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<video src="demo2.mp4" controls height="320">video not supported :(</video>
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<p>Greedy mesh visualisation</p>
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<p>Greedy mesh visualisation</p>
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<h3>Greedy mesh algorithm</h3>
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<h3>Greedy mesh algorithm</h3>
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<p>Disclaimer: this is not done. <b>I will write the rest of this soon™</b></p>
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<p>The algorithm I'm using is one I made myself, inspired by a few others. I could not find an easy to understand explanation of how to do it but <a href="https://vercidium.com/blog/voxel-world-optimisations/">this artice</a> and <a href="https://0fps.net/2012/06/30/meshing-in-a-minecraft-game/">this article</a> gave me somewhere to start</p>
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<p>The algorithm I'm using is one I made myself, inspired by a few others. I could not find an easy to understand explanation of how to do it but <a href="https://vercidium.com/blog/voxel-world-optimisations/">this artice</a> and <a href="https://0fps.net/2012/06/30/meshing-in-a-minecraft-game/">this article</a> gave me somewhere to start</p>
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<p>In this explanation I will assume basic knowledge of how meshes work and how to do the simplest form of culling for voxel meshes.</p>
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<p>In this explanation I will assume basic knowledge of how meshes work and how to do the simplest form of culling for voxel meshes.</p>
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<img src="fig3.png" alt="">
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<img src="fig3.png" alt="">
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<p>fig.3: Long strips of adjacent voxels can be merged into fewer, long quads.</p>
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<p>fig.3: Long strips of adjacent voxels can be merged into fewer, long quads.</p>
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</main>
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</main>
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<include footer.html/>
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<include footer.html/>
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</body>
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</body>
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