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Marching Cubes Algorithm in Godot

Implemented without using a lookup table approach. Screenshots built from a piece of OpenSimplexNoise.

Iteration 1: Using Godot's ImmediateGeometry node

screenshot 1

20x20x20 cubes

Iteration 2: Smooth shading and using Godot's ArrayMesh

screenshot 2

100x100x100 cubes, each cube is 0.1 units wide. OpenSimplexNoise period is 6. This number of cubes takes a long time (~2 minutes) to generate but after rendering you can move the viewport around very smoothly. Normals are now calculated directly from the noise field. Unfortunately there is a weird artifact along the edges where the field is clipped to a certain value.

Iteration 3: ???

TODO: Make use of GPU shader?

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