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Latest ProceduralTerrain 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
Finally implemented proper day/night cycle inside my custom OpenGL render.
Now the engine can vary sun position according to hour and day of the year, and also according to the latitude, with a good approximation.
Additional experiments with volumetric clouds, solved some glitches and managed to mix the clouds with the scene, using the depth of the scene to avoid to show clouds occluded by scene objects (like the terrain). For now I just used a simple 3D perlin noise for the clouds, in the future I plan to t…
Improved bloom + experiments with adaptive exposure.
Bloom is heavily inspired by the method described by Jorge Jimenez in his great slides here: http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare (starts from slide 144)
A small walk inside my procedurally generated terrain. Rendered in OpenGL.
The terrain was created using multiple layers of perlin noise and applying hydraulic erosion on it.
Grass and flowers are rendered using billboards and instancing.
Hi everyone!
Recently I've been generating a proceduraly generated terrain using OpenSimplex FastNoise. Everything has been going fine until I wanted to add biomes. If I have a mountain biome and then a flatlands biome, the difference is huge and looks like a chunk error. I am wondering how to solve…