#terrain
// 4 pages tagged #terrain · every tag
- Designing Scalar Fields for Procedural Terrain
How to compose height, noise, caves, brushes, and materials into a scalar field that Marching Cubes can sample reliably. - From Brush Stroke to Mesh — Real-Time Voxel Terrain Editing in C
The complete edit loop behind a sculptable Marching Cubes terrain — picking, density updates, dirty chunks, remeshing, and GPU hand-off. - Seamless Chunked Voxel Terrain
The sample ownership, halo, dirty-region, and precision rules that keep Marching Cubes chunks from growing cracks and lighting seams. - Transvoxel in Practice
A table-driven guide to stitching Marching Cubes terrain across a 2:1 level-of-detail boundary without cracks.