- most of the time spent on correcting the code for new type of clipmaps - synthesized
- synthesized clipmaps are updated using GPU unlike levels updated from heightmap
- synthesized levels smoothly add noise to levels with real height data or synthesize terrain from scratch
- implemented mid-point displacement - easy and fast algorithm with good results. New height values on finer levels are sampled from a randomly generated noise texture. Range for the displacement is always halved on finer level
W/o noise With noise
W/o noise
With noise
Next 2 weeks
- try more complex algorithms for synthesization - perlin noise etc.
- when generating terrain from scratch either use the same algorithm or implement special algorithm only for this purpose
- solve problem with precision limits when packing 2 float height values into one using integral and fractional part in height value textures
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