Marching Cubes project newbie development experience:
It's been a year since i finished the marching cubes script for U3d, its efficient and useable, but other people have done more editable (diggable) versions and i stuggled to polish all the features and make it user friendly.
The extra 4-5 weeks of effort it took to polish the engine when i was already bored, meant that i overworked the same idea and i bacame allergic to the notion of it. As coders many of us probably struggle with staying on one idea for too long, because fascination comes from always working on unknown and new enigmas and dreams.
All in all, even with multicore, the graphics card would have struggled to make a truly expansive bunch of mesh and there would have been memory leak after playing 5 minutes freefalling through complex meshes. say there was a memory bug after making 5000 meters of mesh, the erase resource command didnt even work. in future i will also research SETMATERIALPROPERTYBLOCK, which i useful for dynamic updated efficient mesh worlds. anyone working on MC now should totally do it in DX11. 100x faster mesh 0_0. ill be doing that soon myself.
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