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Now using procedural macros, here's the working list:
**Code Generation**
- [x] Namespace `pub mod $x {}`
- [x] `pub` visibility.
- [x] Enums
- [x] `pub` visibility.
- [x] Generate each variant…
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```
It is quite obvious that users need to be able to procedurally generate terrain.
Different methods of generation shall be provided:
- Random/perlin noise
- Fractal
- User-provided functor
- Pseudo…
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I notice that there's noticable banding/terracing in the terrains when heightmaps are used but the procedural generation results in a smoother mesh. Could this support .exr perhaps to allow a better r…
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It would be nice if in the world DSL we had access to the derivative of the noise function.
This would allow one to distinguish between, say, the eastern shore (to place beaches) and western shore (t…
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Today I will be providing a little bit of material to assist with the introductions to p5 3d, and godot. Ultimately our goal for p5 is to start to understand how we produce things like your plant mode…
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```
It is quite obvious that users need to be able to procedurally generate terrain.
Different methods of generation shall be provided:
- Random/perlin noise
- Fractal
- User-provided functor
- Pseudo…
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I had flowers in the [original](https://github.com/1j01/tiamblia-original), it's one of the few things missing from the new version.
Should it be part of the grassy terrain entity [`LushGrass`](htt…
1j01 updated
3 months ago
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### Describe the project you are working on
A game with procedural terrain generation
### Describe the problem or limitation you are having in your project
In my project I'm procedurally generating…
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```
It is quite obvious that users need to be able to procedurally generate terrain.
Different methods of generation shall be provided:
- Random/perlin noise
- Fractal
- User-provided functor
- Pseudo…
-