Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Injecting Noise #8

Open
Sergio3355 opened this issue Jun 26, 2019 · 2 comments
Open

Injecting Noise #8

Sergio3355 opened this issue Jun 26, 2019 · 2 comments

Comments

@Sergio3355
Copy link

This is not perhaps the correct way to ask such a question, I'm trying to use your engine for some research in immersive analytics. I've been trying to use the existing unity implementation of FastNoiseSIMD as a source of noise, as it offers multi-layered 3D cellular noise (I'm not making a minecraft clone, but I do need interconnected caves).
I've managed to use the noise library to deform the "density sphere" mesh by deforming the mesh filter on the chunk. What I would like to do is actually get it to define the initial coordinates of the vertices. What I gather is that I need a custom density generator with the specific noise source.
Do I need to use a Compute Shader similar to noisedensity and do it within that, or is there a way of determining pointbuffer id coordinates in the C# script and use a more basic density compute shader?!? I would prefere the second option, as I'm not familiar with compute shader syntax...

@SimLeek
Copy link

SimLeek commented Jul 3, 2019

...Do you want a CPU version of marching cubes?

https://github.com/Scrawk/Marching-Cubes

@Sergio3355
Copy link
Author

Sergio3355 commented Jul 3, 2019 via email

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants