Part of the series: Terrain Generator» Terrain following is a pretty important part of almost any 3D application. It’s the process of figuring out what the geometry of the ground looks like, and how to go about interacting with it. For most applications, this can be a pretty search intensive process, but for a psuedo-randomly generated terrain, it’s just a brief regeneration of the ground.
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Programming
Math, Picking, Procedural Generation, Terrain, Terrain Following, Vector Math
Part of the series: Terrain Generator» My little side project of a terrain generator has now once again stepped into being a school project. This is a good thing though, because now I don’t feel guilty about asking for help from teachers, and will have to spend more time on it. But, let’s not talk about the grand plans for the future, let’s talk about what’s been accomplished so far.
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OpenGL, Procedural Generation
Procedural Generation
I hope many of you have played World of Goo, and thusly know of it’s developer, 2D Boy. If not, it’s one of the better indie 2D puzzle titles out on the market right now and definitely worth a shot. But I’m not here to review World of Goo. You see, recently, 2D Boy has done something fabulous. They took World of Goo, stripped it down to it’s basic framework (state machine, input, sound, graphics, math helpers, etc) and released the source code.
In this code is some insight of how to build a simple game, some tricks for optimizing code, and even a bit of Wii support. But the code is unsupported by 2D Boy themselves, their sole intent was to allow you to build new ideas quickly. So prototype away, and let them know how happy they’ve made you (on their forums).
Programming
C++, game development, prototyping
Part of the series: Terrain Generator» This is a new blogroll, obviously, but what we’re going for here is a community site geared towards programmers, gamers, and technophiles. Or just those curious about that sort of thing. We’ll generally cover a lot of different topics, from a lot of different people… but it’s all opinion, and open for discussion. We’d love to hear from you, so don’t hesitate to comment or shoot any of us an email.
So, let’s start things off with a bang, shall we?
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OpenGL, Procedural Generation, Programming
CPU, GPU, Graphics, Intro, OpenGL, Perlin Noise, Procedural Generation, Programming, Terrain