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Pikalek
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I've created a map editor for a game I've been developing. The maps (planets) are made using a form of meta ball editing. Basically, in the end the Marching Cubes algorithm is used to get my final model.

Here's an example: enter image description here

In the game however, when planets are or a largish size, as you would expect, iI start having quite a lot of lag. So what iI was wondering, is are there any good libraries out there that could be used to remove clusters or triangles that are basically flat and turn them into a single triangle?

I'm not after simply reducing the count, I want the same amount of detail, but to merge triangles where their normal is practically the same.

Also curious, as to how you would go about having more/less detail as you approach/leave areas of a planet. Obviously chunks isn't the easiest method when the world's a sphere.

The project is in C#.

I've created a map editor for a game I've been developing. The maps (planets) are made using a form of meta ball editing. Basically, in the end the Marching Cubes algorithm is used to get my final model.

Here's an example: enter image description here

In the game however, when planets are or a largish size, as you would expect, i start having quite a lot of lag. So what i was wondering, is are there any good libraries out there that could be used to remove clusters or triangles that are basically flat and turn them into a single triangle?

I'm not after simply reducing the count, I want the same amount of detail, but to merge triangles where their normal is practically the same.

Also curious, as to how you would go about having more/less detail as you approach/leave areas of a planet. Obviously chunks isn't the easiest method when the world's a sphere.

The project is in C#.

I've created a map editor for a game I've been developing. The maps (planets) are made using a form of meta ball editing. Basically, in the end the Marching Cubes algorithm is used to get my final model.

Here's an example: enter image description here

In the game however, when planets are or a largish size, as you would expect, I start having quite a lot of lag. So what I was wondering, is are there any good libraries out there that could be used to remove clusters or triangles that are basically flat and turn them into a single triangle?

I'm not after simply reducing the count, I want the same amount of detail, but to merge triangles where their normal is practically the same.

Also curious, as to how you would go about having more/less detail as you approach/leave areas of a planet. Obviously chunks isn't the easiest method when the world's a sphere.

The project is in C#.

Tweeted twitter.com/#!/StackGameDev/status/294294063916650496
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Joel
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Optimizing models & improving performance

I've created a map editor for a game I've been developing. The maps (planets) are made using a form of meta ball editing. Basically, in the end the Marching Cubes algorithm is used to get my final model.

Here's an example: enter image description here

In the game however, when planets are or a largish size, as you would expect, i start having quite a lot of lag. So what i was wondering, is are there any good libraries out there that could be used to remove clusters or triangles that are basically flat and turn them into a single triangle?

I'm not after simply reducing the count, I want the same amount of detail, but to merge triangles where their normal is practically the same.

Also curious, as to how you would go about having more/less detail as you approach/leave areas of a planet. Obviously chunks isn't the easiest method when the world's a sphere.

The project is in C#.