JoshParnell wrote:@Vartul: And the L-systems are used for generating procedural geometry, not for CSG
JoshParnell wrote:@Silverware: That sounds very interesting, I will try to have a look at what they're doing. If UE4 is using it for serious stuff they must have a robust and performant solution...!
Talvieno wrote:I don't think CSG is planned for LT 1.0.
Talvieno wrote:Josh never intended to use it as part of a real-time damage mechanic for either ships or asteroids. He did, however, intend to use it for creating asteroid bases and carriers. He couldn't find it, though, and eventually seemed to abandon it.
JoshParnell wrote:Thanks for the various replies on CSG
@Vartul: Voxel Farm is using volumetric CSG & surface extraction. That's how I would do it right now if I needed an asteroid base, for example. The reason Miguel's solution might actually work for a complex cave through an asteroid is that he's developed literally the most advanced voxel tech in existence. His magic is in his ability to compute & store fields incredibly quickly + his ability to extract surfaces that are higher-quality (because he's using Dual Contouring IIRC, not a simple technique like Marching Cubes or Surface Nets). So TL;DR: it's not really an option for LT. He's spent many years building that tech (a whole engine around it); it's not just a new algorithm for CSG or anything. And the L-systems are used for generating procedural geometry, not for CSG
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