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.
good work! i like how you use original work.
looks a lot like my procedural planet ive been working on
I77AGIC 4 months ago
lol, is it just me or does it look like it's getting more detailed as he zooms out?
steamednotfried 7 months ago
Its a shame mpst of these "tech demos" never get used for anything.
Great work though!
matieman77 1 year ago
Hey glitchenzo, nice to see you did well :). BTW which technique did you use?
PERECil 3 years ago
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.
glitchenzo 3 years ago
pretty interesting... although the LoD stuff is pretty clunky ;)
whothehellisthat 3 years ago
Yeah I agree, it is pretty clunky. I'm already working on something that will hopefully make it smoother.
glitchenzo 3 years ago