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Hazel McKendrick OpenGL Terrain Generation using Simplex Noise

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Uploaded by on May 1, 2009

Final version of my terrain generation demo, using Simplex Noise and fractal Brownian Motion to create the heightmap, terrains, normalmap and skybox using OpenGL and GLSL shaders.
Wave equation computations, generating and interpolating between heightmaps and calculating normals is done on the CPU, pretty much everything else is done on the GPU.

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Uploader Comments (karsithe)

  • Nice job! I like the reflections on the water ;)

  • Thanks :D

    Was considering whether to make the water actually reflective, but I felt the lighting on it was good enough to just leave it.

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All Comments (8)

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  • Very nice! Can you tell me how did you made texture transitions?

  • Very good but factually generating terrain could be more effective.

  • Oh wow. Nice. I wish I had the time and know how to make this. Two questions. How many lines is the code, and how long did it take?

  • it makes me thing about an old amiga game called popolus... why not make a remake?

  • yeah I didn't include the fraps footage of the bug in this vid :) I should have uploaded a better vid but I am too lazy to convert it and all. Still, I did learn a lot from this!

    The lighting is mainly per-pixel (even on the terrain) but its more noticeable in the water.

  • Your reflection looks fantastic - I couldn't really see a problem in your video. The lighting on it is amazing, I think your final result is more important than whether you used a realistic method to achieve it.

  • Meh, wanted to add that yours is super awesome though! WIshed I had more time to look into the algorithms but instead I wasted it on making the water and terrain blending look good :P

  • I managed to make mine reflective (and refractive!) but I have a weird bug with the reflection. It's reflecting some extra artefacts that's supposed to be clipped. Oh well :)

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