Ian Badcoe<p><a href="https://peoplemaking.games/tags/Godot" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Godot</span></a> <a href="https://peoplemaking.games/tags/PGC" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>PGC</span></a> <a href="https://peoplemaking.games/tags/Subdivision" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Subdivision</span></a> <a href="https://peoplemaking.games/tags/CatmullClark" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>CatmullClark</span></a> <a href="https://peoplemaking.games/tags/GameDev" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>GameDev</span></a> <a href="https://peoplemaking.games/tags/ProceduralContent" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>ProceduralContent</span></a> <a href="https://peoplemaking.games/tags/CSharp" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>CSharp</span></a> <a href="https://peoplemaking.games/tags/LotsOfScaryLinq" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>LotsOfScaryLinq</span></a></p><p>OK, finally got away from cubes... of course, you can't see exactly what shape this is, because I didn't add any normal calculations yet, but "roughly spherical" broadly sums it up...</p><p>If I get time tomorrow I'll add the normals, and then look into adding the calculation refinement that lets us tag verts/edges as "sharp"... Combos of sharp and smooth edges let us create all sorts of shapes, like if you leave the top and bottom edges sharp, but the side ones smooth you get a roughly cylindrical shape... Or you can do a block with a hole in it if you do the same thing to the edges around a square hole...</p>