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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…
Just a small demo of triplanar texture mapping + normal mapping in action over a procedurally generated surface.
To better show the effect, in this simple demo I used a brick texture over a very smooth terrain (generated using small values of "persistence").
Textures from:
. FreePBR.com
. Textures.com
C…
This is the current state of my procedurally generated terrain (still work in progress):
Till now this was a very interesting adventure in this fascinating field.
In the following posts I will post every week the steps that lead me from that first funny displaced plane that I have shown in the pre…
Documenting my journey into procedural terrain generation, using OpenGL and C++.
This is how my project looked when I first added a grid displaced accordning to perlin noise code in to my OpenGL engine.
The project uses C++, OpenGL, glm mathematics library, assimp for model loading, ImGUI for the use…