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I have been reviewing this code for procedural texture generation and seeing how the ground mechanism can be revised. I zoomed out to 0.75 scale and I want to know why the very last triangle appears t…
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Is there an option in the shader to indicate procedural focal points, where an offset is either a seed value or an attractor value, such as would be typical when replacing a textured object with have …
Cat4D updated
12 years ago
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At the request of @shadowclaimer
> ...like the Minecraft Crevasses only much larger.
![Grandcanyon](http://upload.wikimedia.org/wikipedia/commons/d/d1/Grand_Canyon.jpg.jpg)
![Fish River Canyon](htt…
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# Factions
This is brought over from the posts on the forum to track my implementation/experimentation progress.
People seem mostly concerned about what happens within the areas defined by the facti…
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Here's an asteroid texture I originally created for Star trek Bridge Commander - but never publicly released it. I added some color to make it more mysterious and alien looking.
Perhaps it is useful …
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There is a grid of terrain chunks whose contents are generated procedurally to create a slice of the game world. These are house in a ChunkStore which acts like a database for chunks.
At first, just …
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https://github.com/unicomp21/perlin-noise.js
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hi guys,
so I'm trying to implement this chunked LOD terrain system...
The idea is to manage higher LOD terrain "patches" in a quadtree, and select the ones to render based on the notion of "screen e…
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Hi!
I want to put a texture from an image on a PlaneGeometry. It all goes fine until i get over 200 segments(200 height segments, 200 width segments).
I really don't know what to do, since i need to …
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Hello developers of Three.js!
I have started experimenting with Three.js, and would like to use it as a 3D engine for [Freeciv.net](http://www.freeciv.net), which is a turn-based strategy game implem…
ghost updated
13 years ago