Comments (5)
I’m aware of this bug, but currently I don’t really have ideas as to what is causing it. The most logical reason in my opinion is something to do with the density calculation in HeightmapDensityCalculationJob.cs. I will probably try to fix this soon.
from marching-cubes-terrain.
I have figured out what is causing this, but haven't thought of a solution yet. It is caused when a chunk's only mesh is a tiny edge. It can be seen in this video: https://vimeo.com/399672667. The grey box (which can be barely seen) is the chunk that is causing the error. At 8 seconds in the video, I'm showing the edge that is inside the error-chunk causing the problem.
from marching-cubes-terrain.
Hello,I fork you project ,and create my tools based on it. In my project I can editor terrain in editor mode and save chunk states ,serialize densities. You can use "tools/Create Voxel World" create terrain.
Tools are simple ,not easy to use. I'm thinking about translate FBX/OBJ to terrain .
The problem is this, I want to reproduce bug in my tools, but it does not appear. I notice in your project when amplitude = 30, 34, 40,60,68. error message appear(I had try amplitude =1-70). In my tools error messages does not appear.
(For example when amplitude = 30 , in your project chunk_4_0_11'mesh has 30 verts 10tris, in my project chunk_4_0_11'mesh has 0 verts 0tris)
I don't know what's happend, and what's the difference between this.I'm not sure if I solved the bug or if the bug will appear at other values /* I'm a terrible programmer,with ugly code. :( */ . I hope this can help .https://github.com/CHenBuCHen/Marching-Cubes-Terrain
from marching-cubes-terrain.
Fixed in develop branch. Commit id: 67a254f
from marching-cubes-terrain.
Fixed in master
from marching-cubes-terrain.
Related Issues (20)
- Project Structure HOT 3
- Generate chunks around the player in a circular shape
- Implement unit tests for the project
- Be able to give a random seed to the procedural density generator
- When you repeatedly add and remove densities from the same position, it leaves floating parts
- Increase Procedural Terrain Generation Performance HOT 3
- Have an ability to generate procedural cave systems with 3D noise
- If you modify the edge of the chuck the side chunk that will be generated will not connect HOT 5
- Convert this project into a Unity Package Manager package HOT 3
- Ability to procedurally generate terrain using 3D noise HOT 5
- Create different Biomes HOT 10
- Unable to deform certain chunks HOT 8
- Create an IncrementVoxelData function to VoxelDataStore
- Player far from origin jitter issue HOT 2
- When reloading a chunk changes made to terrain using left click and right click are overwritten HOT 1
- generate assets with mesh HOT 1
- Detect floating islands feature request
- A debugging panel
- Include NativeArray in custom VoxelDataGenerator HOT 1
- Memory is never freed
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