Added: 3 years ago
From: glitchenzo
Views: 3,537
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  • good work! i like how you use original work.

    looks a lot like my procedural planet ive been working on

  • lol, is it just me or does it look like it's getting more detailed as he zooms out?

  • Its a shame mpst of these "tech demos" never get used for anything.

    Great work though!

  • Hey glitchenzo, nice to see you did well :). BTW which technique did you use?

  • In this particular video, I used a cone surrounded by several rings. My later videos use an approach similar to yours with a square that "steps" around a sphere.

    In both implementations, the terrain height is calculated every frame from Perlin Noise in the vertex shader. To be more specific, it is Ridged Multifractal Perlin Noise.

  • pretty interesting... although the LoD stuff is pretty clunky ;)

  • Yeah I agree, it is pretty clunky. I'm already working on something that will hopefully make it smoother.

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