Latest terrain Activity
OpenGL procedural terrain.
Here is a smalll list of some of the techniques I used here:
. tessellation shaders
. trilinear texture mapping
. 2D billboards
. displacement mapping
. wind animation using noise texture
. HDR
. advanced bloom via downsampling
Thank you for the reply and giving an helpful and insightful explanation!
Maybe this is part of the problem:
float3 va = normalize(float3(size.xy, s21 - s01));
float3 vb = normalize(float3(size.yx, s12 - s10));
float3 localNormal = float3(cross(va, vb) / 2 + 0.5f);
You forgot to normalize the final normal, while normalizing the two tangents isn't needed. So it should be:
f…
Currently searching for beta testers for #TileMesh!
What is it?
A tool for Windows, OSX and Linux to help indie devs and modelers create large-size, scale terrain objects for their games using simple CSV (ie from Tiled) or indexed PNG files - UV mapped to a tilemap image of your choosing.
Full version…
Definitely looks like basic splat maps.
hello.
I found that btStridingMeshInterface is required to create btBvhTriangleMeshShape.
But all I have is as much data as (Width * Height) for btTerrainHeightfieldShape. There is no index information on the data.
Then, I found this post on Forum : viewtopic.php?p=38852&hilit=btTriangleI ... ray#…
Original article: https://wolfonlinekingdom.com/update-beaches-are-finished/
The work about the beaches is almost finished. There are many of them and I will add teleporters in order to reach them without walking for hours into the jungle.
All of these are totally procedural, with hundred of t…
This article explains in some detail how I generate terrain in The Forest (www.myforest.uk) as the player moves around. I discovered the techniques around 1980 when making games for a TRS-80 with only 16 kilobytes of memory available. In 2014 I began converting my old Z80 assembler to HTML5/JavaScr…