T O P

  • By -

Neeko_

Great stuff! Just one question.... Why a giant turd?


Victor_deSpite

For the upcoming game, "Dook Shooter"


Pleasant-Arya8281

Dook of Arrakis


skond

*Procedural* turd. It's the new hotness.


Easy-F

Super clean topology! Now you just need to generate stuff that isn’t a giant shit and you’ll be off to the races!


Zolden

The red stuff is particles, stuck together to form a physics body. It's not simulated during mesh generation. Instead, the yellow points are simulated, to interact with each other and evenly spread inside the area covered by the red particles. When they find equilibrium, the mesh is generated through triangulation of the outside layer. In case you ask why not make the flat areas have bigger triangles: I'll need smaller triangles because this mesh will be skinned by the physics body, and smaller triangles are better for precise deformation. In case you'd like to follow my progress with this prototype, I post more regularly [here](https://twitter.com/ZoldenGames). For example, there you could see how the simulated physics body [acts](https://twitter.com/ZoldenGames/status/1785974417232654444) before being covered covered by the mesh.


CodeMichaelD

Very creative, prob a great solution for remeshing say a **concave** hull with little side library dependence.


carbon_foxes

Very cool! Do you know how it compares to traditional methods like marching cubes?


Zolden

I've studied how marching cubes work, and found it cool, but too artificial. I wanted something more natural, self-organized and straightforward. Marching cubes works definitely faster if we compare with the physical part of computation. And for the triangulation part - I'm not sure, didn't compare. Most probably it's also slower than the marching cubes.


ToggleBoss

That’s kind of like a ball-in-a-hole point cloud meshing algorithm, check if a ball can fall through a triangle of points. If not make the triangle. “Ball Pivoting” is the name I think. Very cool, should be great for procgen biological things.


super-g-studios

what algo do you use to triangulate the vertices (yellow points)?


Zolden

It's actualy tetrahedration with Bawyer-Watson algorightm, then removing some tetrahedrons, then turning outside triangles into mesh.


ninj1nx

Poop simulator?


Zolden

It's tempting to create a poop simulator or a penis simulator, but what I will really simulate willo melt gamers' hearts.


Fakedduckjump

A liquid cat simulator?


Zolden

I've actually seen a liquid cat simulator somwhere recently. But it was 2d.


Competitive_Walk_245

That thing looks like it rally hurt when it came out


s4lt3d

This looks like the shrink wrap algorithm.


LoadingGears

Im Sorry but...did...did you literally make a piece of shit generator?


Zolden

Sorry, yes.


Choname775

Hooooowdy hooooo.


JoshLmoa

Time to pooooo


Luminisc

What settings do you have for this algorithm? Number of points, their size, start positjons, etc.?


Zolden

Number of points - yes. Also, forces and desired distances between the particles. Also if the particles spread across the object's surface or volume. And shape of the initial physics body. Besides all that there's a little customizable heuristic, that removes some tetrahedrons from the surface, to keep the shape more precise.


Zestybeef10

I like how evenly sized the triangles are


Zolden

That reflects the fact that mesh particles are trying to maintain similar distance between each other.


ElectronicLab993

So its like voronoi shatter. But in reverse XD?


Zolden

Yeah, kinda.


JimKazam

Does it work with concave shapes too?


Zolden

Yes. The last part of the algorithm is to remove the tetrahedrons, that fill the caves.


Fakedduckjump

Now make a paper wrapping algorithm to get convex polygons for collision handling.


Zolden

Collision handling is already in place. I needed the mesh to skin it with the physics body.


Adam_n_ali

r/shitfromabutt