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1  Game Development / Game Mechanics / Texturing Custom Meshes/Terrain on: 2013-11-21 03:17:14
Here's the scenario:

I procedurally generate terrain on the fly, creating an isosurface which is an overlay on top of a scalar field of data points. These underlying data points are basically voxel data, and I use the Marching Cubes algorithm to interpolate vertices, which are used to create the triangles for the meshes.

What I end up with is a contiguous terrain, which is split into chunks, with each chunk split into "blocks". Each block's outline, when looking from directly above, is a square, made up of up to 5 triangles.

The underlying mesh data (vertices, indices, texture coords, normals), are calculated for each "block", and then a mesh is built for each "chunk" (collection of blocks' data). Texture coords are determined for each triangle, and as such, you can see separate texture mappings for each triangle when looking at the textured mesh.

At a minimum, I would like to figure out how to apply the textures to each block as a whole, i.e.- stretch it over all the triangles in a block.

Better yet, I would like to implement something like texture-splatting on arbitrary regions of the terrain, spanning accross chunk and block boundaries, so that I can arbitrarily paint different textures where every I want them.

Ideally, I would like to do the splatting I mentioned procedurally, so that aspects of the terrain, (altitude, proximity), will determine what texture is used in what location.

Can someone clue me in to what is involved in achieving this?
I am using Ardor3D for mesh creation/texturing/etc...

2  Discussions / Business and Project Management Discussions / "Chunk Engine" - Upcoming Voxel-Based 3D Sandbox Game Engine on: 2013-10-09 01:37:47
Hello all.
Even though nothing is released yet, I wanted to introduce you to my current project, the Chunk Engine.
I will be looking for possible new team members in the near future.

The Chunk Engine is a voxel-based, isosurface generation, 3D sandbox style game engine. Basically a procedurally-focused, powerhouse world generator. Capabilities include, but are not limited to: rich physical modeling, smooth (isosurface-over-voxel-data) deformable terrain, area-of-influence dynamic asset loading, and a fully customizable resource gathering “economy”.
Stay tuned for more info coming soon!
FACEBOOK: The Chunk Engine
TWITTER: @chunkengine
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