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Silentor
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InfluenceTerrainDemo
Some experiments with zone-based terrain generation
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Partial map visualization
#77
Silentor
opened
5 years ago
0
Implement block editing mode
#76
Silentor
opened
5 years ago
0
Try to generate blocks with heights
#75
Silentor
closed
5 years ago
1
Try empty underground layers as caves
#74
Silentor
closed
5 years ago
1
Make simplest runtime terrain modification
#73
Silentor
closed
5 years ago
1
Introduce mesh (graph?) structure for Clusters
#72
Silentor
closed
5 years ago
0
Rescale Influence output
#71
Silentor
closed
5 years ago
0
Extract zone/cluster heights generation logic to separate classes
#70
Silentor
closed
5 years ago
0
Generate linear clusters
#69
Silentor
opened
7 years ago
0
Select cluster centers (land layout generation stage) using Poisson distribution
#68
Silentor
closed
7 years ago
0
Seed issue: regenerated value N produce different land from copypasted value N
#67
Silentor
closed
7 years ago
0
Make Layout Generator produce good base height points for all Clusters
#66
Silentor
closed
7 years ago
3
Bypass blockmap generation, generate coarse Cluster/Zone triangle visualization
#65
Silentor
closed
5 years ago
0
Make some verbose visualization optional in Scene View
#64
Silentor
closed
7 years ago
0
Make explicit Base Height calculation
#63
Silentor
closed
7 years ago
0
Move emphasis from Zone to Biome
#62
Silentor
closed
5 years ago
0
Take a look at World Machine
#61
Silentor
closed
7 years ago
0
Try rbf interpolator for height interpolation
#60
Silentor
closed
7 years ago
0
Delaunay-based fast land preview
#59
Silentor
opened
7 years ago
0
Sharp steep mountains
#58
Silentor
closed
7 years ago
1
Barycentric mesh interpolator
#57
Silentor
closed
7 years ago
1
Inherit CellMesh and SubMesh from base class
#56
Silentor
closed
5 years ago
1
Add zone/cluster scene info for Layout mode
#55
Silentor
closed
5 years ago
0
Investigate polar-coordinate based mountains generation
#54
Silentor
closed
5 years ago
0
test issue
#53
Silentor
closed
7 years ago
0
Investigate layered heightmap generation
#52
Silentor
closed
5 years ago
2
Implement CellMesh-Circle intersection
#51
Silentor
opened
8 years ago
0
Implement simplest possible control for Observer
#50
Silentor
closed
8 years ago
0
Destroy chunk meshes out of area of interest
#49
Silentor
opened
8 years ago
0
Generate chunk meshes on workers
#48
Silentor
opened
8 years ago
0
Make simple thread-pool manager and task queue management
#47
Silentor
closed
8 years ago
0
Incorrect Chunk/Block position in RunnerEditor
#46
Silentor
closed
8 years ago
0
Implement some local IDW function
#45
Silentor
closed
5 years ago
0
Implement map area valuable estimate function
#44
Silentor
closed
8 years ago
0
Quality-based chunk mesh generation
#43
Silentor
opened
8 years ago
0
Generate only zones at area of interest
#42
Silentor
closed
8 years ago
0
Multithread zone generation
#41
Silentor
closed
8 years ago
1
Texturing
#40
Silentor
closed
8 years ago
0
Combine several block texture shasers to uber-shader
#39
Silentor
closed
8 years ago
0
Use normal maps
#38
Silentor
opened
8 years ago
0
Simplest flora
#37
Silentor
opened
8 years ago
0
Implement exact world height calculation for Chunk mesh in compute shader
#36
Silentor
closed
8 years ago
2
Investigate texture combine
#35
Silentor
closed
8 years ago
1
Investigate noise tint texturing
#34
Silentor
closed
8 years ago
1
Write custom visual noise texture generation tool
#33
Silentor
opened
8 years ago
1
Try some blur to smooth splatmap of chunks
#32
Silentor
closed
8 years ago
1
Fix BlocsCount/BlockSize setting
#31
Silentor
opened
8 years ago
0
Try nonlinear texture blending (splatmap)
#30
Silentor
closed
8 years ago
2
Investigate triplanar textures
#29
Silentor
closed
8 years ago
1
Make Unity inspector for setting Meshers
#28
Silentor
closed
8 years ago
1
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