
Just can't seem to get off the subject of roads...
I'm working on a new method right now to prevent some of the weird, drastic elevational changes in the original method that resulted in so many long, high causeways and other unnatural formations.
In this new method, I start with the same tesselated …
I'm working on a new method right now to prevent some of the weird, drastic elevational changes in the original method that resulted in so many long, high causeways and other unnatural formations.
In this new method, I start with the same tesselated …

Here are a few zoomed-out shots of some procedurally generated roads through heightmapped terrain, as part of my ongoing farting around. The roads are randomized as a set of 16 points distributed across the map, equally spaced in the X direction and randomly spaced in the Y direction. Finer-grained…

In every project I take on, there are certain transitional points that I always seem to have a hard time getting past. One of these transitional points usually comes when I've got the map or level stuff finished, and I move on to objects--all the 'stuff' that makes the project more of a game and le…

As per request by jollyjeffers (see journal entry immediately preceding this one), I decided to write up a little bit about how I am implementing the new terrain blending scheme in Golem3D.
To start with, I build a large vertex buffer to hold the terrain vertex grid. Each vertex has a xyz, normal, d…
To start with, I build a large vertex buffer to hold the terrain vertex grid. Each vertex has a xyz, normal, d…

I finally got around to re-vamping the Golem3D tile blending scheme. Initially, it used the same sort of tile blending scheme that the Accidental Engine currently uses, ie separate alpha mask textures are combined with a terrain texture using multi-texturing in order to create the terrain blends. T…

Somewhere (I can't remember where) I came across a McLinkerson to the library libnoise, a noise-related library I hadn't seen before despite my extensive googling. It's actually pretty decent, and I like the way the library chains various classes to create a sort of noise cascade. You attach source…

This thread of phantom's got me thinking a little bit about some of the scary shit that has happened to me over the years. Some pretty weird stuff, that I am sure probably has some perfectly valid and rational explanation, but which I much prefer the supernatural explanation. It's more fun that way…

With this latest Accidental article (and some revisions/addendums I am fiddling around with for it) I've been really annoyed by the limits of 2D tilebased stuff, since a lot of the usefulness of a technique such as discussed in the article (using noise to apply turbulence to a pattern) really comes…

In a fit of boredom, I hammered out another Accidental article the other day. It deals with some uses of Perlin noise for generating turbulence. Some pretty cool stuff can be done with it.
I've thought about changing things up with the next couple of articles. I thought about writing one or two abou…
I've thought about changing things up with the next couple of articles. I thought about writing one or two abou…
Advertisement
Popular Blogs
Advertisement
Advertisement