-
-
Notifications
You must be signed in to change notification settings - Fork 22
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
How to create continent? #8
Comments
Yep different noise functions and calculations. There should be plenty of tutorials. |
Any chance you could give some guidance? I would be happy to raise a PR once I have something working. Any tutorial is pretty specific to their projects and not generic enough to apply to your project. |
If you want something super specific a good start would be Shadertoy but that's not exactly a tutorial. Most tutorials are generic just using noises to generate terrain on the CPU, you have to adapt it to GPU. A procedural generation is an art form in itself. |
Any chance you could provide some guidance? I see I should work on the surface compute shader, but not sure how to achieve the continent looking. |
Sorry, that's a bit more complex, unfortunately, I don't have the free time. |
Thanks for looking into this anyway. |
https://www.classes.cs.uchicago.edu/archive/2015/fall/23700-1/final-project/MusgraveTerrain00.pdf here is a nice paper on nice-looking noise. |
I am looking into how to generate separated continents instead of a massive land.
Having some flat zones helped, even though it still looks like a repetitive amount of mountains with some flat zones.
Is there a way to get some control on how to create separated continents which would feel more organic?
I am trying to play with the noise values, but the overall profile is always the same.
I read the way to do it is to mix multiple noises, but I can't see any good result.
Any suggestion / in-code pointers?
The text was updated successfully, but these errors were encountered: