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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