Terrains reloaded

I’ve ported more code from my old terrain engine. The terrain is generated with a simple perlin noise and rigded multifractal function. The picture below show a planetary surface of the planet. The ship is flying at an altitude of 1 km above the ground.

Terrain

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3 Responses to Terrains reloaded

  1. Regarding Perlin noise and fractal generation, I just wanted to inject the idea that one big mistake many terrain generators out there make (not sure whether yours does) is to get married to a particular terrain generator algorithm. The biggest problem for most of us is coding the terrain management part: sub-division, levels of detail, matching terrain patch edges at different LOD’s, etceteras; whereas the subject of generation is completely separate, and the requirements from one project to another may be vastly different. For example, some project may need to introduce modifiers for cities, and/or roads or river-flows. Another project may use a two-level generator to mix in impact craters. The generative algorithm, IMO, should be separated from terrain management and implemented as a plug-in. Otherwise, if a game project is satisfied with the quality of terrain generation, it will use your terrain engine in general; but another project might have to ditch your whole engine due to dissatisfaction with the generator.
    Making the generator into a separate plug-in has the additional advantage that it would beneficially spin-off that whole part of the project, encouraging mathematically inclined people to come up with great generators, which they might open-source.
    Cheers! Good-looking project!

  2. alesto says:

    That’s true. And yes. The terrain engine and generators are separated. Also the terrain engine itself is separated from the planet engine, because there are also planets which don’t require it e.g. gas giants. Plugins are planned later, currently I’m redesigning some modules like the render. I want to find an approach which squeezes more out from shaders, postprocessing effects and other modern things of new hardware.

  3. If you need help with shaders, let me know; I might be able to help. Been coding shaders for a while for Vegastrike; got a shader in stalled (at the moment) development, I called “Cinemut”, long story. Good at distinguishing metals from dielectrics, such as plastics and paints; but I know you’re probably talking about vertex shaders.
    http://vegastrike.sourceforge.net/forums/viewtopic.php?p=103561&sid=b4c0470be7daecaa38877dc4d2ad2b65#p103561

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