Last day I put CGAL inside a plugin to improve it’s flexibility: now, you just have to put the plguin to install CGAL in your project.
CGAL unreal plugin 🙂
I also started to play with the lib and took some hour to find how to access to the VD data… But finally I display my first VD inside unreal successfully !
First Voronoi diagram !
Next step : Code rewriting ( Find a proper way to implement the VD in order to move it in real time)
I spend these two last evenings trying to compile and link CGAL with Unreal Engine and finally I did it ! I will post a tutorial soon to explain the setup from scratch.
A simple CGAL test, display if different points are collinear using the lib.
The corresponding code into UE4
Now I start the prototyping stage, test to make a simple voronoi diagram and display it, then I will try to intersect these cells with a simple cube mesh from UE4 to generate destructible mesh.
Today I defined a little timeline(see image below) to determine how I’ll proceed.
Currently I have almost done the State of art, found a lot of interesting papers about real-time destruction and extract a “general fracture procedure” ( I will post a schema tomorrow 😉 )
I go into testing and prototyping with CGAL library which is a very complete geometry tool suit !
First tetrahedralisation test with CGAL
Hi, it’s been a while since I have’nt published anythings because of my studies… I’ll try to post as soon as possible 🙂 . Currently I am in search of my dissertation subject, for now I retain two differents :
- Raymarching : How to include raymarched object into a modern game engine ? How to interact with it ?
- Geometry : How to make a convincing fracture in real-time ?
Today I go toward the Geometry subject (But keep the raymarching one in my pocket just in case…) and made a state of art to see where I’m going 🙂