I also enjoyed his similar series on generating a procedural city: https://www.shamusyoung.com/twentysidedtale/?p=2940
That was an amazing read as well. I really wish the internet had more game-programming-for-beginners or whatever you might call them style microblogs. Shamus will be missed! RIP.
Programming terrain from scratch using C++ and OpenGL by Shamus Young (2006)
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Re: Programming terrain from scratch using C++ and OpenGL by Shamus Young (2006)
#22I remember being blown away by something similar on the venerable Commodore Amiga in the early 90s. Can't remember the name of the app, but you'd adjust a few parameters and line by line a terrain may would appear.
https://www.pouet.net/prod.php?which=4662
...1993
Re: Programming terrain from scratch using C++ and OpenGL by Shamus Young (2006)
#23I remember being blown away by something similar on the venerable Commodore Amiga in the early 90s. Can't remember the name of the app, but you'd adjust a few parameters and line by line a terrain may would appear.
`mars.com` - voxel terrain demo? https://www.pouet.net/prod.php?which=4662 https://youtu.be/_zSjpIyMt0k ...1993
Re: Programming terrain from scratch using C++ and OpenGL by Shamus Young (2006)
#24I loved this series and his procedural city. His death was a great loss for the recreational programming and gaming community.
Re: Programming terrain from scratch using C++ and OpenGL by Shamus Young (2006)
#25I just finished watching a live-coding session (from 2 years ago) by Inigo Quilez (ex Pixar), where he constructs an entire ray-marched landscape using only maths (mostly SDFs) in pure GPU shader code. The stream: https://www.youtube.com/watch?v=BFld4EBO2RE The demo: https://www.shadertoy.com/view/4ttSWf