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| /* | |
| LICENCE -> MIT License | |
| AUTHOR -> Lukas Fratzl | |
| GIT -> https://github.com/LukasFratzl | |
| DESCRIPTION -> My implementation of "Marching Cubes" in Unity with Burst and Multithreaded with c# Jobs | |
| the algorithm is smart enough to generate every "Grid Size" with every wanted "Resolution" | |
| as extra with a "Smooth" or "Flat" normal generation | |
| USAGE -> Assign all field and allocate the Native Containers, Schedule the Job and Complete it | |
| When you don't know how the mesh is created just watch this Gist -> https://gist.github.com/LukasFratzl/988f1c9736b43684deb319880ac6c6fc |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
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| /* | |
| LICENCE -> MIT License | |
| AUTHOR -> Lukas Fratzl | |
| GIT -> https://github.com/LukasFratzl | |
| DESCRIPTION -> My implementation of "Marching Cubes" in Unity with Burst and Multithreaded with c# Jobs | |
| the algorithm is smart enough to generate every "Grid Size" with every wanted "Resolution" | |
| as extra with a "Smooth" or "Flat" normal generation | |
| USAGE -> Assign all field and allocate the Native Containers, Schedule the Job and Complete it | |
| -> SEE EXAMPLE JOB DOWN BELOW! | |
| GENERATE SPEED -> RESOLUTION 32 -> 26.9 ms | 27 024 Vertices | 1 CHUNK |