Archive

Posts Tagged ‘Procedural Generation’

Driving on the Psuedo-Random

November 21st, 2009
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 , , , , ,

A Project on Volumetric Clouds

October 31st, 2009

I recently posted on my personal blog about the current status of my volumetric cloud project. It is far from complete, but I briefly go over a few techniques that I have found interesting, provide some links, and a handful of images that I’ve saved along the journey. Enjoy!

Programming , , , ,

Building a Better Planet

October 26th, 2009
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

Hello world!

August 22nd, 2009
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 , , , , , , , ,