Hexagonal sphere generation | Devlog #14

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  • เผยแพร่เมื่อ 19 ต.ค. 2024

ความคิดเห็น • 33

  • @PontusJ
    @PontusJ 2 ปีที่แล้ว +11

    ”A Hexagonal mesh is nothing more than an Triangle mesh in disguise”

    • @armemessser
      @armemessser  2 ปีที่แล้ว +7

      Someone should make a scooby-doo face-reveal meme out of that.

  • @Twistshock
    @Twistshock 7 หลายเดือนก่อน +2

    ...I'm going to have to watch your entire devlog

  • @Treblady
    @Treblady ปีที่แล้ว +1

    Thank you for keeping this simple and short 🙌🏼❤

  • @katarinatran9770
    @katarinatran9770 2 ปีที่แล้ว +4

    Very impressive, keep up with the good work!

  • @stablemind
    @stablemind 2 ปีที่แล้ว +3

    Great video, dude.

  • @ValaAssistant
    @ValaAssistant ปีที่แล้ว +3

    if its too much to do this all through code, its easy enough to create a icosphere in blender and use dual mesh in the geometry nodes menu to create hexaspheres that way

  • @luke-wg8gi
    @luke-wg8gi 2 ปีที่แล้ว +4

    it does look quite nice

  • @gaia35
    @gaia35 2 หลายเดือนก่อน +1

    3:14. this is because hexagons are 2D and can not create 3D shapes when their edges are aligned, like a soccer ball made of hexagons, pentagons are required to create a ball.
    interestingly particles like atoms most harmoniously stack in hexagonal formations because hexagons are the second dimension in space. this is why bees and rock base their existence on this shape, it's the foundation to 3D.

  • @KavenLeandro
    @KavenLeandro 2 ปีที่แล้ว +4

    Seems interesting for geological application, but I wonder about the computational charge of porous fluids simulation with a grid like this

    • @armemessser
      @armemessser  2 ปีที่แล้ว +2

      I've tried doing some diffusion simulations on it. Writing GPU kernels works perfectly fine, just take the edge count into account (5/6). And that has very good performance. Now im not 100% certain what a porous fluid simulation would entail, but if you can make a GPU kernel for it, performance should not be an issue.

  • @lordseptomus441
    @lordseptomus441 2 ปีที่แล้ว +2

    fascinating

  • @jzjzjzj
    @jzjzjzj ปีที่แล้ว +1

    would it be possible to have multiple strata/terrain types with different hardnesses and erosions rates? like boulders in a field keeping the dirt below them from erosion? you can see this in deserts, would that be possible/would you add that?

    • @jzjzjzj
      @jzjzjzj ปีที่แล้ว +1

      maybe add Ice/global temperature, so an ice age could lower sea level by a few hundred metres, run for sometime then flood it and see the underwater patterns of now submerged rivers like in real life?

  • @barellevy6030
    @barellevy6030 ปีที่แล้ว +1

    Thank you very much for this very clear and concise explanation!
    Can you share some details on how you implemented selecting a specific hexagon?

    • @armemessser
      @armemessser  ปีที่แล้ว +1

      I have triangle -> hexagon ids mapped in a dictionary. That dictionary can be created during the sphere generation process. I then use raytracing (on mouse click) to determine what triangle I've clicked. With that triangle id I get the hexagon id from the dictionary.
      I can explain in more detail, and with images, if you jump over to the discord channel: discord.gg/QXEsdqXySA

  • @Thomashuxleyfan
    @Thomashuxleyfan 9 หลายเดือนก่อน

    Played with the simulator so far, loving it. Is there a way to export the planet as a 2-dimensional texture projection?

    • @armemessser
      @armemessser  2 หลายเดือนก่อน

      No, the project is a bit on ice at the moment. 2d map projection was one of the features I never really got to. So sadly no.

  • @jaimelvehansen868
    @jaimelvehansen868 7 หลายเดือนก่อน

    Do you have resources on how to do the tessellation after the spherical subdivided icosahedron? I've been stumped on this problem for a long time now.

    • @armemessser
      @armemessser  2 หลายเดือนก่อน

      If you join the discord I've shared some source code there. Don't have any links to documentation available. That's the best I've got :)

    • @jaimelvehansen868
      @jaimelvehansen868 2 หลายเดือนก่อน

      @@armemessser Already there, and already got help from you! Thanks, maybe I'll show my progress soon:)

  • @arstg90
    @arstg90 8 หลายเดือนก่อน

    Amazing

  • @JinKee
    @JinKee ปีที่แล้ว +1

    Hexagons are the bestagons

    • @armemessser
      @armemessser  ปีที่แล้ว +1

      You speak the true true

  • @Kingsblood
    @Kingsblood ปีที่แล้ว +2

    I really liked your work. Still on it?

    • @armemessser
      @armemessser  ปีที่แล้ว +2

      Yes and no. The last commit I made was in April, so not very recent. I am currently busy with day-work. Long term I want to allocate more time to this game/simulation project. But short term the honest answer is that im not spending much time on it.

  • @banditbloodwyndevs8782
    @banditbloodwyndevs8782 ปีที่แล้ว +1

    I hope it wasn't asked before:
    How are you writing your engine? Which language do you use? C? C++? Rust? C# maybe?
    And what graphics API do you use? OpenGL? DirectX? Vulkan?
    I'm asking because maybe I will try to write my own engine just for fun and I'm looking for some examples how others tackle this.

    • @armemessser
      @armemessser  ปีที่แล้ว +1

      Im using C# with Unity. I let Unity handle all the graphics for me. Before this implementation I did had version using Python and Panda3D, cannot recommend that.

    • @banditbloodwyndevs8782
      @banditbloodwyndevs8782 ปีที่แล้ว +1

      @@armemessser good to know, thanks 😊