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8/1/2025, 11:41:27 PM
>level editor dev progress
>made it so I can individually adjust the shape profile of each wall
>now I have to make it so the corners don't look shit.
Wondering how I can do this. I could iterate over every point and if it forms a quad that has a kink in it, i.e. the normals of the triangles in it are not the same, then... do something to flatten that quad? I'm not sure how I'd correctly identify which point to move in what direction... Maybe only allow points to move along an already established edge?
Maybe this is why most games just plop some stuff on top of some terrain and call it a day
>made it so I can individually adjust the shape profile of each wall
>now I have to make it so the corners don't look shit.
Wondering how I can do this. I could iterate over every point and if it forms a quad that has a kink in it, i.e. the normals of the triangles in it are not the same, then... do something to flatten that quad? I'm not sure how I'd correctly identify which point to move in what direction... Maybe only allow points to move along an already established edge?
Maybe this is why most games just plop some stuff on top of some terrain and call it a day
8/1/2025, 11:41:27 PM
>level editor dev progress
>made it so I can individually adjust the shape profile of each wall
>now I have to make it so the corners don't look shit.
Wondering how I can do this. I could iterate over every point and if it forms a quad that has a kink in it, i.e. the normals of the triangles in it are not the same, then... do something to flatten that quad? I'm not sure how I'd correctly identify which point to move in what direction... Maybe only allow points to move along an already established edge?
Maybe this is why most games just plop some stuff on top of some terrain and call it a day
>made it so I can individually adjust the shape profile of each wall
>now I have to make it so the corners don't look shit.
Wondering how I can do this. I could iterate over every point and if it forms a quad that has a kink in it, i.e. the normals of the triangles in it are not the same, then... do something to flatten that quad? I'm not sure how I'd correctly identify which point to move in what direction... Maybe only allow points to move along an already established edge?
Maybe this is why most games just plop some stuff on top of some terrain and call it a day
8/1/2025, 11:41:27 PM
>level editor dev progress
>made it so I can individually adjust the shape profile of each wall
>now I have to make it so the corners don't look shit.
Wondering how I can do this. I could iterate over every point and if it forms a quad that has a kink in it, i.e. the normals of the triangles in it are not the same, then... do something to flatten that quad? I'm not sure how I'd correctly identify which point to move in what direction... Maybe only allow points to move along an already established edge?
Maybe this is why most games just plop some stuff on top of some terrain and call it a day
>made it so I can individually adjust the shape profile of each wall
>now I have to make it so the corners don't look shit.
Wondering how I can do this. I could iterate over every point and if it forms a quad that has a kink in it, i.e. the normals of the triangles in it are not the same, then... do something to flatten that quad? I'm not sure how I'd correctly identify which point to move in what direction... Maybe only allow points to move along an already established edge?
Maybe this is why most games just plop some stuff on top of some terrain and call it a day
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