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» 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