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Top Posts & Pages
- Turning 8-Bit Sprites into Printable 3D Models
- An Analysis of Minecraft-like Engines
- Ambient occlusion for Minecraft-like worlds
- Implementing Multidimensional Arrays in JavaScript
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- Meshing in a Minecraft Game
- Smooth Voxel Terrain (Part 2)
- Conway's Game of Life for Curved Surfaces (Part 1)
- What is a solid?
- Meshing in a Minecraft Game (Part 2)
Monthly Archives: July 2012
Simplifying Isosurfaces (Part 1)
I just got back to the US after spending 3 months in Berlin, and I’ve now got plenty of ideas kicking around that I need to get on to paper. Recall that lately I’ve been blogging about solid modeling and … Continue reading
Posted in Mathematics, Programming, Voxels
3 Comments
Smooth Voxel Terrain (Part 2)
Last time we formulated the problem of isosurface extraction and discussed some general approaches at a high level. Today, we’re going to get very specific and look at meshing in particular. For the sake of concreteness, let us suppose that … Continue reading
Posted in Mathematics, Programming, Voxels
29 Comments
Smooth Voxel Terrain (Part 1)
My god… I’ve now written three blog posts about Minecraft. If you are at all like me, you may be getting just a bit tired of all those cubes. To avoid fatigue, I think now is a good time to change … Continue reading
Posted in Mathematics, Voxels
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Meshing in a Minecraft Game (Part 2)
Last time, I wrote about how to generate meshes in a Minecraft-style voxel engine. I got a lot of interesting feedback, and so today I’m going to do a follow up highlighting some of the points that came up in the … Continue reading
Posted in Mathematics, Programming, Voxels
30 Comments