This is a better version of the OpenGL demo which I had posted earlier. I was in a rush in v1 so I guess I didn't really take the time to capture more of the demo.
The demo is coded in C++ using OpenGL API and GLSL shader programs.
The fractal terrain generation methods used were fault line and midpoint displacement..
I used per pixel lighting for the water and per fragment lighting for the terrain.
Hopefully this version will bring out the beautiful bits of the demo more!
Looks good but terrain sucks
Ifrit0s 2 years ago
Yeah it was mainly fault line algorithm with really low number of iterations and almost no filtering (FIR). Spent too much time working on the water :P
jcmy60 2 years ago