after thinking about this one for a while, it occurred to me that this really helps illustrate the point of 'Life May Be A Computer Simulation'. Take this world creation a step further, and rather than teaching a computer how to create rocks, each one slightly different, imagine creating humans, each one slightly different. If you think about 'God' as just some alien programmer dude, it helps make so much sense of th…
Realistic terrain in 130 lines of JavaScript
51–57 of 57 posts
Re: Realistic terrain in 130 lines of JavaScript
#52Just a small note, not to sound snooty, just to educate people on what realistic terrain looks like... This is what midpoint displacement looks like as a heightmap: http://imgur.com/ksETpO0,7gykFEV#0 This is what realistic terrain looks like (this is based on real-world heightmap data): http://imgur.com/ksETpO0,7gykFEV#1 That said, midpoint displacement, perlin/simplex noise, etc are good for modeling terrain at a le…
Interesting. Those branchy ridge shapes look a lot like Diffusion-Limited Aggregate patterns. But then, I guess they didn't call it "universality" for nothing :) They also reminded me a bit of GIMP's "Solid Noise" rendering with the "Turbulence" setting switched on. I rendered one, and turns out it doesn't quite look as good (cough), but now I wonder whether this would give a bit more realistic height map: http://img…
http://www.gavanw.com/uploads/9/5/4/0/9540564/4868178_orig.p...
Re: Realistic terrain in 130 lines of JavaScript
#53after thinking about this one for a while, it occurred to me that this really helps illustrate the point of 'Life May Be A Computer Simulation'. Take this world creation a step further, and rather than teaching a computer how to create rocks, each one slightly different, imagine creating humans, each one slightly different. If you think about 'God' as just some alien programmer dude, it helps make so much sense of th…
You realize you just explained a caring God by saying he doesn't care, right?
Re: Realistic terrain in 130 lines of JavaScript
#54Brings me back to a ray casting experiment I did a while ago [1]. I always wanted to revisit it to include a terrain generation step (it uses a pregenerated height map). Now I have an excuse! ;) [1] http://namuol.github.io/earf-html5
Re: Realistic terrain in 130 lines of JavaScript
#55Re: Realistic terrain in 130 lines of JavaScript
#56Nice demo. I made a terrain rendering engine/demo in WebGL a few months back, that used Perlin noise: http://felixpalmer.github.io/lod-terrain/ If anyone wants to play around with Hunter's algorithm in WebGL, it should be pretty straightforward to swap out the Perlin Noise implementation for his. Note the shaders do a fractal sampling of the the height map, so you may want to disable this.
Re: Realistic terrain in 130 lines of JavaScript
#57I think implementing parallel computing using webworkers would be a good item for the "What's Next" list of suggestions.