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2025 05 23 16 46 24
2025 05 23 16 46 24 YouTube video by Ian Badcoe

#GameDev #Geometry #Procedural #Voronoi #CatmullClark #Godot #CSharp

Got my Voronoi system ported to Godot too now...

youtu.be/x6u1ys3l54I

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#GameDev #Godot #Geometry #Procedural #PCG #CatmullClark #Subdivision #GeometryMerging #Prototyping

A short playlist showing a couple of examples of merging geometry from an input set of cubes and then CCS subdividing [1/2]

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Post image

CW:

#GameDev #Godot #Subdivision #CatmullClark #Cheese

I got tempted by the idea of experimenting with subdivision surfaces again, and, consequently, I present: Cheese!

CW: Possibly mild trypophobia

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Simple Catmull Clark subdivision surface, now without any inexplicable dark sectors on the flat face...

Simple Catmull Clark subdivision surface, now without any inexplicable dark sectors on the flat face...

#GameDev #Godot #Subdividsion #CatmullClark #DebugDrawModeTotheRescue

Aaaaand, fixed! That wasn't really six hours solid debugging, or even an hour of drinking coffee and 4 hours debugging, there was cooking an eating a meal, watching the end of a Scandi Noire murder series... so maybe [1/3]

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A simple subdivided surface with the split vertex normals drawn in...

A simple subdivided surface with the split vertex normals drawn in...

#GameDev #Godot #Subdividsion #CatmullClark #DebugDrawModeTotheRescue

They do work, though! I wasn't able to work out why I had this weird dark wedge on the flat surface at the edge furthest from the light, but drawing the normals shows that vert's normal (for this surface, we have to split [1/2]

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Far too many different draw modes, many of them debug-only, for a simple shape Catmull-Clark subdivided twice...

Far too many different draw modes, many of them debug-only, for a simple shape Catmull-Clark subdivided twice...

May have gone a bit over kill on the debug draw modes here...

#GameDev #Godot #CatmullClark #Debug #DrawModes #DebugdrawModes

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A Godot scene with a mesh displayed which is cylindrical at the base, and drawn out into a square arrangement of four pointed vertices coming out at 45 degree angles at the top...

A Godot scene with a mesh displayed which is cylindrical at the base, and drawn out into a square arrangement of four pointed vertices coming out at 45 degree angles at the top...

A Godot scene with a wireframe mesh displayed which is cylindrical at the base, and drawn out into a square arrangement of four pointed vertices coming out at 45 degree angles at the top...

A Godot scene with a wireframe mesh displayed which is cylindrical at the base, and drawn out into a square arrangement of four pointed vertices coming out at 45 degree angles at the top...

#GameDev #ProceeduralGeometry #CatmullClark #SmoothEdges #SmoothVertices #SharpEdges #SharpVertices Some more progress with this.

- I got the normal calculations working (but I am not splitting any vertices, which is why the sharp circular edge at the base looks a bit "soft".)

- I added [1/4]

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Very basic Godot scene showing a broadly circular featureless grey mass, which I solemnly swear is really an approximate sphere...

Very basic Godot scene showing a broadly circular featureless grey mass, which I solemnly swear is really an approximate sphere...

#Godot #PGC #Subdivision #CatmullClark #GameDev #ProceduralContent #CSharp #LotsOfScaryLinq

OK, finally got away from cubes... of course, you can't see exactly what shape this is, because I didn't add any normal calculations yet, but "roughly spherical" broadly sums it up...

If I get time [1/3]

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