27 Mar 2014
Playing with a few different terrain representations.
Cubed Voxel

Flattened Pipes

Traditional Heightmap

Floating Pipes

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.

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.

18 Mar 2014
I bring you noise from my incomplete java port of someone's incomplete C# port of Libnoise
Random noise

Perlin noise

Ridged multi-fractal noise (which creeps me out)

Billow noise

Voronoi noise

17 Mar 2014
Added a simple shader and fixed my gif pipeline


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.

