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On 24-1-2012 20:06, Samuel Benge wrote:
> Other than height fields, mesh displacement and isosurfaces, I can't really
> think of too many other applications where 16-bit precision would be useful.
> Normals. The patterns themselves work well for texturing; you can get some
> really interesting cracked paint going. I do have this frosted glass idea I've
> kept in a box for years. Since it's winter, I should dig it back out :)
Yes, I guess those are the main features. I shall have to play with
those ideas and see where I end up...
> Oh yeah, there is a way, and I've even got some DF3 code (Warp's, IIRC) which
> would make things easier, but I'm not about to try it now. My queue is too full
> ATM ;) But if I /were/ to do something like that, I'd probably use a 3D array
> only to mark filled areas, and just generate cylinders or sphere_sweeps as it
> works itself out. No DF3 needed for that. The result would look like webs, or
> something, and could be displaced with functions...
That sounds interesting indeed.
>
>>> I'll try to post some stuff generated by the utility soon. Hopefully I won't get
>>> sidetracked like I usually do :)
>>
>> Very good! Nothing wrong with sidetracking though ;-)
>
> Not at all! But I've got so many things I have never posted, just lots of parts
> floating around on the HD. I keep telling myself I'll eventually assemble some
> of them into a scene, but there's always another interesting concept to explore
> :D
Excellent, Sam! Keep up the good work.
Thomas
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