# Dligr - New Programmer

**URL:** https://forum.revolutionarygamesstudio.com/t/dligr-new-programmer/1111
**Category:** Introductions
**Created:** [August 16, 2024, 1:14pm UTC](https://forum.revolutionarygamesstudio.com/t/dligr-new-programmer/1111 "2024-08-16T13:14:04Z")
**Posts on this page:** 1
**Showing post:** 3

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### Author: ![Buckly](https://thrivedevforum-cdn.b-cdn.net/user_avatar/forum.revolutionarygamesstudio.com/buckly/32/1259_2.png) [@Buckly](https://forum.revolutionarygamesstudio.com/u/Buckly)
#### Post date: [August 16, 2024, 5:12pm UTC](https://forum.revolutionarygamesstudio.com/t/dligr-new-programmer/1111/3 "2024-08-16T17:12:10Z")

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Hello Dligr!

I’m excited to hear that you are interested in the procedural mesh mechanics in Thrive! Graphics programming has always been a field that we have struggled to get assistance with, so procedural graphics has been consistently pushed back throughout development.

Despite that, we have held some fairly substantial discussions as we aimed for what we want and how we might achieve it. The following forum threads should be relevant to that.

> [@Convolution Surfaces: A better alternative to metaballs](https://forum.revolutionarygamesstudio.com/t/convolution-surfaces-a-better-alternative-to-metaballs/737):
>
> I saw the metaballs concept on my Facebook feed, and figured I should probably makes this post (about 4 years overdue). One of the things I was working on back in 2016 was figuring out a good solution for 2d and 3d organism editing. There are quite a few constraints that a good editor should meet, but the 3 main ones is that it should be easy to use (you don’t need a 2 hour long course to design a creature), it should be sufficiently powerful (any creature you can come up with should be possible…

> [@3D Membrane System](https://forum.revolutionarygamesstudio.com/t/3d-membrane-system/747):
>
> I wanted to make this thread for an issue I have decided to personally tackle and that is the generation of a 3D Membrane. So far I have come up with these solutions: First solution involves using an Edge Detection Function (which i’ll likely have to write) to generate vertices (dots which connect to form triangles) that form half the outline of your cell’s membrane. Then those vertices would be duplicated several times and rotated around the thinnest axis of the shape and connected in such a w…

> [@Macroscopic Editor, Progression, and Principles](https://forum.revolutionarygamesstudio.com/t/macroscopic-editor-progression-and-principles/943):
>
> I wanted to make a post which compiled my previous posts and will serve as a place for future concepts related to how we deal with the macroscopic editor since I feel like they’re some of the more detailed concepts we have in that area. I notice I find myself zooming around the forums to find material on this, so hopefully this post will centralize that discussion a bit. I’d also like to note now that these discussions don’t really have a bearing on @hhyyrylainen’s work for the prototypes becau…

I understand that these can be quite the slog to go through, so feel free to just skim through it all to get a general idea on what it is we are aiming for. And if you have any questions about the fine details, just let us know and we’ll give you the run-down.

Look forward to working with you!

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