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Chris Geroux

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A member registered Mar 30, 2020 · View creator page →

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I am a developer and I wanted to try out sandbox with my game. I have read what I could find about it here: https://itch.io/docs/itch/using/sandbox.html, and also about  Sandbox opt-in on this page: https://itch.io/docs/itch/integrating/manifest-actions.html

I first tried in the itch client enabling the sandbox option in the preferences (I hadn't yet added the sandbox=true opt-in in my game manifest). I then tried a fresh install of my game and ran it. It behaved exactly as before. Installed to the same location, files it generates while running, logs, settings, game saves, all went right in the same location.

Then I tried adding the "sandbox=true" opt-in in my game manifest, pushed up a new version with butler and updated my game using the client. Again, it ran as before, all files going to the same place.

Ok, so now a little more information to help give some context, I am running Windows 10, the "C:/Users/itch-player-XXXXX" account seems to have been created (I haven't gone poking around in there, as I wasn't sure I should).  I believe this was created when I enabled the sandbox on the client under preferences. If there is something I missed mentioning that would be helpful to know let me know.

I want to help ensure that future users of my game can feel as comfrotable and secure as possible and want to ensure I am doing things that are compatible with the sandbox mode.

Just tried it out.. my poor GPU... the lighting looks pretty awesome...  the textures on the other hand... but how the hell would you do textures on that sort of proceedurally generated terrain? How would you get things to match up on those proceedurally generated triangles.. hard stuff to do well, 3D textures maybe? I have no idea.... any plans to have some graphics options to hurt my GPU a little less and give up some of the fancy lighting, for those of us who don't have awesome GPUs?

You mention using marching cubes.. have you looked into dual contouring? This page describes it 

https://www.boristhebrave.com/2018/04/15/dual-contouring-tutorial/

but in a very mathy way. The basics of connecting vertices up is quite simple, look for sign changes along cell edges, connect up the vertices in the 4 cells surrounding the edge to make two triangles. That's it, no complex lookup tables, etc. However, the hard part is placing the vertices, that's where all those gradients etc. come in, but you could do something as simple as picking the average point of all the edge zero crossing points on a cell. Or something as fancy as they describe in the link above. However, I believe there are some issues with non-manifold meshes in some situations, but they aren't too often or sever, and on average I think the mesh looks better, fewer small triangles etc. and the algorithim is super simple, if you don't get into the complex vertex placement involving gradients, which I have found very tricky in practice.

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Very cool... looks like a bit of work went into that, might I ask what your future plans are for this? Do you plan to just leave it as is for the community to play with or continue to work on it and improve it?

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Unfortunately windows thinks any exe from the internet has a virus :(. No matter what windows thinks,  you need to trust the source, don't let Windows think for you. Do you trust this source?