Earlier quoted context omitted.
Just arbitrary hand-tweaking. It was chosen because I though it looked good. When doing procedural generation like this, you basically just tweak constants 'til it looks good. There's no deeper reason behind it.
I'm hoping that this kind of interaction will be part of one of our first encounters with aliens, sometime in the far future. The aliens would ask why we had done something a certain way and the human answer would be: "Because it looks good".
Show HN: A simple infinite world in WebGL
41–50 of 61 posts
Re: Show HN: A simple infinite world in WebGL
#42There seems to be some missing triangles after a while (10-20 sec.) on Chrome on OSX Are these caused by some z-buffer issues caused by increasingly large coordinates?
It does looks like float32 errors from moving the camera too far in a scene. Seen it before while trying to create an infinite city in WebGL. I ended up creating a world offset for each sector, and every time the camera's position was more than a sector length, reposition the camera in the scene and adjust the sector offsets. May not be the best solution, but it was quick and worked.
Re: Show HN: A simple infinite world in WebGL
#43In this demo, I implemented an infinitely continuing, vaporwave-like world in WebGL. If you can't run it for some reason, a recorded gif of the demo can be found here: https://github.com/Erkaman/wireframe-world . As for the implementation, it is not very difficult stuff; I divide up the world into chunks(just like in Minecraft), and as the camera traverses the world, the chunks that become out of range are thrown awa…
Might I recommend some fine CC-BY (vapor|synth|retro)wave music to accompany it? * https://stratfordct.bandcamp.com/album/airglow-memory-bank * http://stratfordct.bandcamp.com/album/stratford-ct-melior * http://stratfordct.bandcamp.com/album/stratford-ct-lux-aesti... * http://stratfordct.bandcamp.com/album/stratford-ct-secret-se... * http://stratfordct.bandcamp.com/album/stratford-ct-1-yr-anni... * http://stratfordct…
Re: Show HN: A simple infinite world in WebGL
#44Re: Show HN: A simple infinite world in WebGL
#45In this demo, I implemented an infinitely continuing, vaporwave-like world in WebGL. If you can't run it for some reason, a recorded gif of the demo can be found here: https://github.com/Erkaman/wireframe-world . As for the implementation, it is not very difficult stuff; I divide up the world into chunks(just like in Minecraft), and as the camera traverses the world, the chunks that become out of range are thrown awa…
Re: Show HN: A simple infinite world in WebGL
#46In this demo, I implemented an infinitely continuing, vaporwave-like world in WebGL. If you can't run it for some reason, a recorded gif of the demo can be found here: https://github.com/Erkaman/wireframe-world . As for the implementation, it is not very difficult stuff; I divide up the world into chunks(just like in Minecraft), and as the camera traverses the world, the chunks that become out of range are thrown awa…
Thanks for posting. This brings back a lot of fond memories for me. The good old days when I was still teaching myself DirectX and OpenGL. Copying and updating ancient demoscene tutorials. These sorts of vector terrain flythroughs, infinite wormholes, looping roller coasters, dancing sinewave text animations and eternally zooming julia sets were my bread and better for understanding geometry and shading. The Moment o…
https://www.youtube.com/watch?v=_YWMGuh15nE
(Quite realistic terrain generated by a 4 kilobyte binary, along with music. Source code and its discussion here: https://news.ycombinator.com/item?id=11848097)
Re: Show HN: A simple infinite world in WebGL
#47In this demo, I implemented an infinitely continuing, vaporwave-like world in WebGL. If you can't run it for some reason, a recorded gif of the demo can be found here: https://github.com/Erkaman/wireframe-world . As for the implementation, it is not very difficult stuff; I divide up the world into chunks(just like in Minecraft), and as the camera traverses the world, the chunks that become out of range are thrown awa…
Thanks for posting. This brings back a lot of fond memories for me. The good old days when I was still teaching myself DirectX and OpenGL. Copying and updating ancient demoscene tutorials. These sorts of vector terrain flythroughs, infinite wormholes, looping roller coasters, dancing sinewave text animations and eternally zooming julia sets were my bread and better for understanding geometry and shading. The Moment o…
Re: Show HN: A simple infinite world in WebGL
#48Earlier quoted context omitted.
Might I recommend some fine CC-BY (vapor|synth|retro)wave music to accompany it? * https://stratfordct.bandcamp.com/album/airglow-memory-bank * http://stratfordct.bandcamp.com/album/stratford-ct-melior * http://stratfordct.bandcamp.com/album/stratford-ct-lux-aesti... * http://stratfordct.bandcamp.com/album/stratford-ct-secret-se... * http://stratfordct.bandcamp.com/album/stratford-ct-1-yr-anni... * http://stratfordct…
Thanks for these! My personal favorite retro-synth mix right now: https://soundcloud.com/quicksexfm/qsfm25
Re: Show HN: A simple infinite world in WebGL
#49In this demo, I implemented an infinitely continuing, vaporwave-like world in WebGL. If you can't run it for some reason, a recorded gif of the demo can be found here: https://github.com/Erkaman/wireframe-world . As for the implementation, it is not very difficult stuff; I divide up the world into chunks(just like in Minecraft), and as the camera traverses the world, the chunks that become out of range are thrown awa…
Might I recommend some fine CC-BY (vapor|synth|retro)wave music to accompany it? * https://stratfordct.bandcamp.com/album/airglow-memory-bank * http://stratfordct.bandcamp.com/album/stratford-ct-melior * http://stratfordct.bandcamp.com/album/stratford-ct-lux-aesti... * http://stratfordct.bandcamp.com/album/stratford-ct-secret-se... * http://stratfordct.bandcamp.com/album/stratford-ct-1-yr-anni... * http://stratfordct…
Re: Show HN: A simple infinite world in WebGL
#50Earlier quoted context omitted.
Thanks for posting. This brings back a lot of fond memories for me. The good old days when I was still teaching myself DirectX and OpenGL. Copying and updating ancient demoscene tutorials. These sorts of vector terrain flythroughs, infinite wormholes, looping roller coasters, dancing sinewave text animations and eternally zooming julia sets were my bread and better for understanding geometry and shading. The Moment o…
Indeed, keep going, and you may reach this level of awesome: https://www.youtube.com/watch?v=_YWMGuh15nE (Quite realistic terrain generated by a 4 kilobyte binary, along with music . Source code and its discussion here: https://news.ycombinator.com/item?id=11848097 )
He also wrote ShaderToy...