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I think this would be a very useful feature for some projects. Something like the ldtk rules systems allows really powerful procedural map generation. And also can be used for example letting players …
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Système de génération de zone(chunk) procédural :
- Je récupère la position du joueur et la zone dans laquelle il se trouvent.
- Avec les information du joueur je scan autours dans un rayon de qu…
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Hi, Blackjack seems like a cool and interesting alternative to the preexisting solutions for procedural mesh generation,
I intend on writing a Host that could integrate Blackjack and I wanted to sh…
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Terrain mesh, essentially a subdivided plane.
Height is provided by a custom shader that takes a height map texture and offsets the vertices.
To think about:
Efficient LODing and culling.
Bounding b…
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Many resources are available, which need to be tested further:
- Scratchapixel's explanation: https://www.scratchapixel.com/lessons/procedural-generation-virtual-worlds/simulating-sky
- Frostbite's …
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The FastNoise library has had several incremental improvements since the version we originally incorporated, and now a new version called FastNoise2 is out: https://github.com/Auburn/FastNoise2
Imp…
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Any chance you might add an (optional) way to get analytical derivatives for the noise result?
Derivatives are handy because they tell you the ”slope” of the noise, which is incredibly useful for u…
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Preface:
The JS api ideally should not be used to do heavy lifting, for example, per-frame procedural mesh generation etc., but instead be used for creating a scenegraph and less intensive per-frame …
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Link: https://nv-tlabs.github.io/NTG/
I think that could be a good enhancement for PGDrive! Especially for RGB rendering!
But it seems that the CityEngine is a commercial software? That could ha…
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What steps will reproduce the problem?
Generate noise using CalcPixel2D() in all four cartesian quadrants
for(x = -1000; x