Negative metaballs can now be added by clicking the +/- button.Here's a link to the model pictured to the left, feel free to play around with it.
Negative metaballs can now be added by clicking the +/- button.
A few more tweaks to the code and I think things are starting to look pretty good. Along with a few usability changes, metaballs can now be scaled down pretty small for more detailed models, and the user can manually change the resolution of the resulting model. I recommend NOT using the highest detail level, since it will probably time out.
More updates to the Metaball code I posted a few days ago. Along with a few other tweaks, the biggest change is support for scaling (click a ball to see scale slider).
One integral part to Statuary (still not sure on the name) is easy-to-use metaball support.
Not much to show at this time, but I've been making a lot of progress lately. I ran into a few snags while working on my Statuary app, so I decided to re-evaluate some core rendering code and make it more complete. I had previously been taking a few shortcuts which had worked at the time, but in practice it turns out the engine needed more flexibility. Although it's a setback, this is the exact reason I wanted to make this app: to see how well the Silverback3D engine works in a real-life situations and what features it needs to be fully functional.
After taking a fair amount of time off, I've finally been able to get back to this project and make some headway on an idea I've had floating around my head for a while. A 3D engine is rewarding to make, but in the end it's always more fun to actually do something with it.
The bad news: I don't have too much to show for my last few days of work. The good news: I've been spending my time cleaning up all of my current code to get it ready for an alpha release.
Silverback3D now officially has Phong shading (example here). The code actually isn't very different than the Gouraud shading code, since it is still interpolating values over the surface of polygons.
