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Hey there, I want to use this plugin to render procedural terrain that is created on runtime, so setting a heightmap on the editor isn't possible. I see the MTerrain class has a bunch of methods but t…
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In procedural_assets.lua:
-get_terrain_height(-x, -z) -- Note: Negative signs
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```
Alongside developpement of the new file format, a plugin for Ogitor would help
visualisation of procedural scripts.
There would be raw visualisation of a given operator output + in-situ
visualis…
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What steps will reproduce the problem?
Generate noise using CalcPixel2D() in all four cartesian quadrants
for(x = -1000; x
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With #9 as a datasource, try doing some light procedural generation of terrains for higher LOD.
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## Applications with access to tile map content
### Doors
Some obstacles could be removed from the tile map to open a way.
### Dynamic world
Handling dynamic worlds like MineCraft would be…
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This project is trying to provide a procedural map generator for use in the dungeons & dragons role playing game as a resource for the GM. The minimum viable product is a 2D map generator that autopla…
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Hi,
I like to send device->device updates of SDF data to FleX without using a CPU readback.
The reason: I created a smooth voxel terrain via SDFs on the GPU (there is no readback to the CPU), an…
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I've done some crude profiling on procedural terrain generation following the recipe in the documentation, _ie_
```
# Step 1:
#generate heightmap, normalmap and splatmap
# Step 2:…
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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…