A list of puns related to "Cube mapping"
This is a theoretical, and probably very silly idea, but I thought it at least interesting enough to share.
As everyone knows, all good CS maps are squares with an X in the middle. Obviously, this is only true for a certain value of 'every', but it's mostly true about a great many good maps. You've got T-spawn and CT-spawn on two opposing corners, bombsites A and B on the other two corners, and mid in the middle (which I've designated with a greek letter, as this adds legitimacy to any scientific theory).
This is great. Except, it's also a bit boring, because it means designing a CS map doesn't involve much in the way of graph design - lots of other bits of level design, yes, but the network is pretty set and hard to challenge.
Here's a silly idea: what about a cube? Essentially, add two extra corners, each of which is an alternate spawn. Each round, some map logic randomises whether the Ts spawn at Ta or Tb, and whether the CTs spawn at CTa or CTb.
Before everyone leaps into the comments: yes, it's gimmicky. This would definitely be for maps designed for casual play (there are other reasons which support this, too). However, there are some immediately apparent nice features to it as a concept.
The next design question is: what to do about mid? To me there seem to be two options; either link everything into a single giant clusterfuck mid - a challenging bit of map design - or split out two separate mids, each of which serves half the map. The latter is probably easier to design encounters for, but makes rotations significantly slower. You could also allow the two separate mids to see (and fire upon) one another, but not traverse
... keep reading on reddit β‘In a situation where you need to map a specific data type to a 3D grid, what is the optimal way to do it? Like in a marching cubes/voxels scenario. I've heard adding extra dimensions to an array isn't a very good idea for performance (maybe because of multiple indirection?). So I've considered an alternative like mapping each type to a uint64_t, where the index is the result of a 48-bit Vector type being bit-casted to a uint64_t. I know these are 2 possible solutions but surely there are better solutions?
About three weeks ago I wrote a post showcasing my custom shader for marching cubes models. (cfr https://www.reddit.com/r/VoxelGameDev/comments/jdbgnj/using_marching_cubes_triplanar_shader_and/)
I finally got some time and wrote a technical blogpost on how I actually use those barycentric coordinates in my shader to blend voxel textures in a marching cubes mesh.
You can read about it here:
I'd like to use said cubes in my map, but I have no idea what to even google-search for. All know is that during normal play, I occasionally encounter cubes that spawn in one rotation but quickly spin/twist/flip to another before reaching me.
Knowing what they're called and/or how to get them in custom maps would be highly appreciated! Thx!
Hi guys, I have a huge problem with organizing cards by archetypes within my Cube. Iβm in the middle of brewing my first Cube (360 cards). I made myself a pool of fixed cards (lands, rares, signpost uncommons etc.) and ended up with 53 cards per colour to use. I managed to find about 380 cards in total but I have no idea which ones I should axe since I have no idea which Archetypes are supported enough by now. E.g. I have 5 Blue creatures with Flying and Prowess so they fit both UW Flyers and UR Prowess Archetypes β it means I can include fewer cards with Flying in White/Prowess in Red. With over 280 cards to look through itβs getting too easy to confuse. Is there any online tool that would let me assign cards to archetypes and create a map of my cube so I can navigate through all these cards?
https://preview.redd.it/bqim3n5573751.png?width=1920&format=png&auto=webp&s=d5d5b4d5902612314d7b12b4be1a79274f5bd361
Box Projection Mapping Toolkit Free Samples
This is the link to the free sample downloads for people new to projection mapping to try it out for free with high quality pre-built 3D content ;)
The free samples come from a much larger product we have on sale which contains 37 video loops precision designed for projecting onto cubes. That full product can be viewed here along with the free tutorial..
Box Projection Mapping Toolkit < Link Contains Free tutorial video & Full Product.
Enjoy and happy Mixing from team DJVB
Hi,
I've got a rotating cube and I need to map it in realtime. The rotation of the cube is not predefined so I can't make it a prerendered mapping.
My initial solution would be to use an IR camera and IR LED lamps on the cube edges to track the rotation in TouchDesigner.
Does anyone have any other advice, solution or examples?
Cheers
Hi Reddit! I have a problem with my OpenGL project, and I am having a hard time solving the issue since I am a newbie at OpenGL. I was hoping some of you maybe had some tips. I have made a Skybox with a rotating cube with texture. Then I have implemented normal mapping on this cube, but on two of the sides (left, right) the lights is flickering/flashing. I have no idea why. I have used LearnOpenGL as tutorials all the way, https://learnopengl.com/Advanced-Lighting/Normal-Mapping . I have build on this tutorial, and made it to a cube instead of one side. I will attach a gif of the problem and snippets of my code. I will be so happy for any help. :)
EDIT: The answer was to calculate tangents and bitangents for each side of the cube..
https://i.redd.it/zs4ldwyygg341.gif
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords;
layout (location = 3) in vec3 aTangent;
layout (location = 4) in vec3 aBitangent;
out VS_OUT {
vec3 FragPos;
vec2 TexCoords;
vec3 TangentLightPos;
vec3 TangentViewPos;
vec3 TangentFragPos;
} vs_out;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
uniform vec3 lightPos;
uniform vec3 viewPos;
void main()
{
vs_out.FragPos = vec3(model * vec4(aPos, 1.0));
vs_out.TexCoords = aTexCoords;
mat3 normalMatrix = transpose(inverse(mat3(model)));
vec3 T = normalize(normalMatrix * aTangent);
vec3 N = normalize(normalMatrix * aNormal);
T = normalize(T - dot(T, N) * N);
vec3 B = cross(N, T);
mat3 TBN = transpose(mat3(T, B, N));
vs_out.TangentLightPos = TBN * lightPos;
vs_out.TangentViewPos = TBN * viewPos;
vs_out.TangentFragPos = TBN * vs_out.FragPos;
gl_Position = projection * view * model * vec4(aPos, 1.0);
}
#version 330 core
out vec4 FragColor;
in VS_OUT {
vec3 FragPos;
vec2 TexCoords;
vec3 TangentLightPos;
vec3 TangentViewPos;
vec3 TangentFragPos;
} fs_in;
uniform sampler2D diffuseMap;
uniform sampler2D normalMap;
uniform vec3 lightPos;
uniform vec3 viewPos;
void main()
{
// obtain normal from normal map in range [0,1]
vec3 normal = texture(normalMap, fs_in.TexCoords).rgb;
// transform normal vector to range [-1,1]
normal = normalize(normal * 2.0 - 1.0); // this normal is in tangent space
// get diffuse color
vec3 color = texture(diffuseMap, fs_in.TexCoor
... keep reading on reddit β‘Hello, I am currently working on a cube-based voxel game using OpenGL. I already have chunks setup, but it is now time to think about creating entire worlds. My game will have multiple planets, so I need some method of mapping cube-based voxels to a spherical planet. This is where I am having difficulties.
I simply do not understand how I can take a planet made of thousands of cubes and generate some sort of texture that can then be applied to a sphere. I have been Googling different methods and techniques, but I cannot seem to figure it out. Does anyone have any tips or thoughts?
Can anyone explain to me why my perspective is so far off on this mapping - It seems to be lining up correctly in Res from my C4D render but projected it's somewhat on the piss. Trying to learn/get my head around 3D AR mapping and have run into some difficulty so any help would be greatly appreciated.
Thanks
https://preview.redd.it/aknymuonx9j11.jpg?width=1296&format=pjpg&auto=webp&s=136161384d7bd90fbf45be5d8dadd1d14d6d0b66
https://preview.redd.it/a9n6iuonx9j11.jpg?width=3024&format=pjpg&auto=webp&s=36105b083e935b3b142911d21013410d718f7b0e
I have a mapping that transforms points on a cube (x,y,z) extending from (-1,-1,-1) to (1,1,1) onto a unit sphere (a,b,c) about the origin:
[; a = x \sqrt{1-\frac{y^2}{2}-\frac{z^2}{2}+\frac{y^2z^2}{3}} ;]
[; b = y \sqrt{1-\frac{z^2}{2}-\frac{x^2}{2}+\frac{z^2x^2}{3}} ;]
[; c = z \sqrt{1-\frac{x^2}{2}-\frac{y^2}{2}+\frac{x^2y^2}{3}} ;]
Can anyone find or does anyone know how to find an inverse for this? A piece-wise solution (eg. for each face) is acceptable. I went to the math department at my university and we didn't have much luck. The original derivation can be found here (not my work).
Edit and note- this is not the same as the usual "cube-mapping" transformation:
[; \vec{v_{s}}=\frac{\vec{v_{c}}}{\left \| \vec{v_{c}} \right \|} ;]
The reason for using this transformation is that it is significantly more uniform with respect to area. This image shows the relative detail for a cube-map projection, where darkness indicates more surface area on the cube per surface area on the sphere and lightness less (because it's the ratio of the infinitesimal area of the projection onto the sphere over the infinitesimal area on the cube which averages roughly 0.524 or grey). Here is the same visualization for the mapping I'm trying to find an inverse for.
Tableau seems to hate custom geocoding when working against a cube... I can build a DMA map just fine after I convert my DMA string dimension to the custom geographic role "DMA" (see Richard Leek post on forums), but when I save (as twb or twbx), then close out Tableau completely, then try to reopen my workbook it wipes out all my work! boo
This update to the map includes all cubes up to 2021-06-21 with 28403 cubes.
The Cube Map Check out the cube map organizes all the cubes on Cube Cobra based on the cards they share revealing patterns in cube design choices and the huge variety in types of cubes.
Some notable changes in this update are the emergence of a few new clusters, fueled by new sets, new cubes on MTGO, and ideas in the community. The commander cube cluster has travelled across the world. This has no particular meaning, but the many small changes in the underlying data can shake up the organization of larger masses. MTGO cubes continue to be more defined as more cubes similar to them are created.
Check out the map and more detailed observations in the changelog.
Anyone else seen it ? Run through it get a weird lens effect and not sure what else . . Outline of a cube
Any ideas ? ( squads fill random)
https://preview.redd.it/dwpck9x873751.png?width=1920&format=png&auto=webp&s=1240ea7635a8b965b04a89fe0ac3a872f6781bae
Box Projection Mapping Toolkit Free Samples
This is the link to the free sample downloads for people new to projection mapping to try it out for free with high quality pre-built 3D content ;)
The free samples come from a much larger product we have on sale which contains 37 video loops precision designed for projecting onto cubes. That full product can be viewed here along with the free tutorial..
https://i.redd.it/7zt0zpf6r3751.gif
https://i.redd.it/1s5h1leo93751.gif
https://i.redd.it/9fcw0qeo93751.gif
Box Projection Mapping Toolkit < Link Contains Free tutorial video & Full Product.
Enjoy and happy Mixing from team DJVB
Hello, I am currently working on a cube-based voxel game using OpenGL. I already have chunks setup, but it is now time to think about creating entire worlds. My game will have multiple planets, so I need some method of mapping cube-based voxels to a spherical planet. This is where I am having difficulties.
I simply do not understand how I can take a planet made of thousands of cubes and generate some sort of texture that can then be applied to a sphere. I have been Googling different methods and techniques, but I cannot seem to figure it out. Does anyone have any tips or thoughts?
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