The landscape is taking shape

A lot of progress has been made this week. An almost finished data structure is in place and data can be generated with simplex noise to get interesting landscape shapes. The rendering has come a long way too, a lot of cubes can be rendered with the help of instancing arrays in openGL and functions for extractng only the surface of the noise and view frustum culling is implemented.

This is what it looks like so far with some different noise settings and also some pictures from the early stages of the surface extraction:

There is still a lot of work left but it feels like we have a good base to work on for the rest of the project now. Much work the coming weeks will be put on optimizing, especially find a way to solve the problem with having long view distance.


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