GPU Terrain, Part III

December 26, 2011 Algorithmic Art 0 Comments

Finally, all the kinks have been worked out (at least for now...) of the GPU terrain engine.  Borders are totally seamless, so there are no longer any visible artifacts of the chunk boundaries (note that those first-order discontinuities in the screenshot are from the Voronoi Noise, not the terrain engine!).  Looks pretty smooth!  I've also got a system in place that should allow for some advanced semi-global heightmap effects like erosion, though I've yet to really put it to the test.

Great! Now, shall we make it adaptive? *shivers*