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I got a bit tired of my simple heightmap-based planets and decided to experiment with generating them using the Just a demonstration of a completed, reconstructed head in After months of trial and error, I finally got a very basic (and probably not too performant) I decided to mess around with a different type of voxel terrain generation: By popular demand, we're starting a new series! This one is going to go over some methods/techniques for coding a game like 7 ... Highlights: -Terrain height Perlin noise function with scale, octaves, persistence, lacunarity -Individual voxel texturing using a 2D ...
Watch as I address many of the concerns you'll face when using I added stone and coded it into the physics of the dirt and optimized the whole thing heavily. it still lags when too much dirt is ...
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Coding Adventure: Marching Cubes
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marching cubes algorithm
Marching Cubes Algorithm || Unity & C#
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Last Updated: June 2, 2026
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