@SebAaltonen I still use an iPhone SE (1st gen) to this day, been my only phone for 6 years, and the hardware is the same as the 6s I believe. But now I'm not getting any more iOS updates, so will be forced to move on soon :(
@Nothke@guycalledfrank There's a great paper on just that actually, for doing seamless quadtree terrain LOD (I've used it a lot). But maybe it's more fun to try your own way first :) Let me know if you want it linked
@danielelliott3d But I can convert it to a 2D heightmap (and erosion data) by rasterizing it on the GPU. I also use a few passes of Catmull-Clark subdivision for that to smooth things out and get rid of triangle artifacts.
Been experimenting with a new algorithm for large scale terrain generation/erosion! Found a paper a while back, and finally got around to implementing it.
It takes a very simple uplift map as input, and quickly generates interesting terrain!
See thread!
#screenshotsaturday
@danielelliott3d Yep. But I didn't use Poisson disk sampling as in the paper, instead I used blue noise sampling points for the points.
I did try constructing the graph from both a regular and jittered grid, but it created "grid artifacts" (valleys and streams following the cardinal axes).
@lorenschmidt@JoeBlubaugh Hey! Wanted to try this noise in my C++ project, will write an implementation this afternoon I think, if you want to send that to me as well :) Can send you my implementation when done!
@makc3d@Bananaft@Nothke Raytracing is very light when just considering a few rays, what's expensive is doing several million rays per second. And usually it's "accelerated" and you only need to check triangles close to the rays. I do around 300k-500k (short) rays per second for physics in my simulator.
@Nothke@IRCSS The lack of UV maps when you "export"/apply the mesh ruin it for me as well. Maybe it's just when using instancing, I don't remember, but realized after lots of work I can't use the created scenes :(
@Why485 I can recommend having someone else do the reading and responding to issues, so you can do that when you feel like it, and just work on issues forwarded to you by that person when you feel like doing that. Even if it's just a friend helping out some days! Game is fantastic btw :)
@headwaregames I have a really hard time making trees, but loving how this looks. Mind sharing your basic workflow/got any tips or resources? I'm much more of a programmer than modeller but never too happy with my procedural trees.
@glassbottommeg Not sure if it's any help, but maybe some inspiration: here's a talk on the automatic cliff placement in Far Cry 4, long time ago I watched it though: https://t.co/m3dSVJsSBl