

Pro+ ”crack free” adaptive polygonization (refers to cracks when playing with LOD or something… didn’t get it all) I finally start to understand the different terms some : I’ve read most of the links provided (all, except the one in german… and the long research document not entirely. I’ve spend my entiiiire day reading up on voxels, marching cubes, culling, LOD, etc. (3D, games, even Java (have some experience in C++ though), etc.) He has some problems with his account :įirst of all… since I’m new here, hi to all ! Maybe someone heard about contacted me and asked me to post this for him. I also heard about a marching cube implementation in jme2 and some tries to port it to jme3 but I couldn’t find a proper working or open version so far. Isosurface extraction - a nice collection and overview on current marching cube technics I am trying to find the best solution or combination of these technics and the best way to integrate this into jMonkey for my goal.įor those who are interested here are some links, I hope to get some feedback what your thoughts on these are. I did a little more research and I found some very interesting alghorithms that extend the classic marching cubes. I definately want to have that so why not try to perfectly integrate it with jMonkey. So I decided to start a last call and ask if anyone knows a good solution or updates on older projects for that and if that is not the case I want to start a “project thread” for that. Indeed there are a few that sound quite interesting but in most cases the last entries are more than one year old, source is not shared or down. And I also found most of the projects related to this theme in the forum I think.

So I searched the forum and was happy to see that there are quite many other people who are looking for the same or at least partly same kind terrain. Unfortunately it seems what I want is in these missing 20% percent. The jMonkey terrain is made for 80% of the programmers goals. As the title says I want to have a dynamic infinite procedural voxel based terrain. Now one month later and after more interesting research on different game development technics I unfortunately miss one thing I’d really like to have in my game. It is very easy to use, very good documented and has a huge community. Without ever hearing anything about jMonkey before it took me less than an hour to install new eclipse version, integrate jMonkey and set dependiencies, create a project and get the first moving items on the screen. I for example love the perfect integration with eclipse. It simplifies many things, gives handy tools and mechanics while not limiting the programmers capabilities.

First of all thanks to everybody involved in developing it, it’s great. I recently started a new game project and after a long research I considered jMonkey as the best choice for me to work with.
