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March 12, 2024
Enabling code execution in the web browser, the multilanguage tool is powerful but complicated. Enabling code execution in the web browser, the multilanguage tool is powerful but complicated.
July 13, 2023
A voxel game prototype. I mainly created this to track and document my progress. The basic idea: "Dwarf Fortress meets Dungeon Siege" I am currently looking to team up with a versed Unity 3D programmer, someone with a passion for and experience with...
July 13, 2023
Ive implemented a Marching Cubes algorithm for the terrain.
June 19, 2022
The creator of Townscaper explains the different level generation systems that power Townscaper and the AI principles they derive from.
April 6, 2022
Townscaper, the procedural town-building toy, has been a huge indie success story. I explain how the game can generate towns so easier and gain furth
February 17, 2021
sdf library in a Python virtualenv. git clone https://github.com/fogleman/sdf.git cd sdf virtualenv env . env/bin/activate pip install -e . Confirm that it works: You can skip the installation if you always run scripts that import sdf from the root folder. File Formats sdf natively writes binary STL files. For other formats, meshio is used (based on your output file extension). This adds support for over 20 different 3D file formats, including OBJ, PLY, VTK, and many more. Viewing the Mesh Fin...
January 8, 2021
Metaballs and Marching Squares Click any of the animations to pause Something about making visually interesting simulations to play with just gets me really excited about programming, particularly when there’s some cool algorithm or bit of math backing it. Reading a bit about particle simulations on Wikipedia, I stumbled upon metaballs. In 3D, metaballs looks something like this: From Metaballs on Wikipedia This looked like it had the potential to yield some cool behaviour, so I decided to d...
January 8, 2021
For the sake of concreteness, let us suppose that we have approximated our potential field by sampling it onto a cubical grid at some fixed resolution. To get intermediate values, we’ll just interpolate between grid points using the standard trilinear interpolation. This is like a generalization of Minecraft-style voxel surfaces. Our goal in this article is to figure out how to extract a mesh of the implicit surface (or zero-crossings of ). In particular, we’re going to look at...