27 Mar 2014
Playing with a few different terrain representations.
Cubed Voxel
![Cubed voxel terrain](/images/15.png)
Flattened Pipes
![Flattened pipes terrain](/images/16.png)
Traditional Heightmap
![Heightmap terrain](/images/17.png)
Floating Pipes
![Floating terrain](/images/18.png)
I find it interesting how tiny the voxel terrain looks (all the terrain maps are 32x32). I think it's because it's easy to judge scale in that screenshot from the cube shapes. Heightmap terrain in particular, you have no idea about scale until you place objects on the map.
![Gif of different terrains using same noise seed](/images/19.gif)
19 Mar 2014
A simple visualisation of the map. It's cut in half because my VBO indices overflowed.
Good enough for a test.
edit: Actaully I fixed it because I needed a quad-batcher anyway.
![Rotating 3d map](/images/14.gif)
18 Mar 2014
I bring you noise from my incomplete java port of someone's incomplete C# port of Libnoise
Random noise
![Random noise](/images/9.png)
Perlin noise
![Perlin noise](/images/10.png)
Ridged multi-fractal noise (which creeps me out)
![Ridged multi-fractal noise](/images/11.png)
Billow noise
![Billow noise](/images/12.png)
Voronoi noise
![Voronoi noise](/images/13.png)
17 Mar 2014
Added a simple shader and fixed my gif pipeline
![Cameraspace normal shader](/images/7.gif)
![Modelspace normal shader](/images/8.gif)
08 Mar 2014
Code for the biomes works decently on elevation. I really should increase the sampling frequency but this'll work as a test. I'll just average the values at corners.
![Biome map](/images/5.png)
![Elevation map](/images/6.png)