Back when I was talking about making beveled edges, some people asked why I didn’t just lift up the corners of cubes to make slopes instead of mucking around with the soft / solid geometry business. At the time, I wanted to avoid a system where I would attempt to build a cube:
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And wind up with this:
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I actually had the program doing this when I was working on beveled edges, and it was messy and frustrating. After a while I got used to it, but that wasn’t really the same as having it be intuitive in the first place. To do this right, you’d have to move away from cube-based building and adopt some sort of point-based system. To the end user the difference is purely semantic, but internally a point-based system would have a big impact on how you generate geometry.
That sounds really interesting, but I can’t let myself be distracted from my important goals of… of… What was the point of this project again? Oh, right: Screwing around and working on whatever I find interesting, and damn having a plan. That goal is 100% compatible with tearing the guts out of the engine and starting over with a different system. So let’s do that.
Continue reading 〉〉 “Project Octant 10: Marching”
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