gwaredd
gwaredd
Vegitects GameHack - Saturday 20:07
Terrain noise goes in.
The terrain is done using the marching cubes algorithm. This creates polys by sampling a density array. This is more flexible than a height map as it allows you to do caves, overhangs and such like.
This is the first pass using some simple perlin noise.
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Uploaded on April 30, 2012
Taken on April 30, 2012
Vegitects GameHack - Saturday 20:07
Terrain noise goes in.
The terrain is done using the marching cubes algorithm. This creates polys by sampling a density array. This is more flexible than a height map as it allows you to do caves, overhangs and such like.
This is the first pass using some simple perlin noise.
62
views
0
faves
0
comments
Uploaded on April 30, 2012
Taken on April 30, 2012