TerraGen3D
TerraGen3D | Hydraulic-Erosion | |
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23 | 2 | |
68 | 928 | |
- | - | |
8.6 | 3.5 | |
over 2 years ago | 4 months ago | |
C++ | C# | |
Creative Commons Zero v1.0 Universal | MIT License |
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TerraGen3D
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TerraGen3D Version 6 (Erosion + Realistic Water added)
I did try to use TinyErode at first but i couldnt make it work (surely my fault you can check that piece of code - https://github.com/Jaysmito101/TerraGen3D/blob/1f72c10e0c7973edb58067ceaa69e0b976309093/src/Filters/ErosionFilter.cpp) also what i saw with the example it was too slow so i ended up translating this(https://github.com/SebLague/Hydraulic-Erosion/blob/master/Assets/Scripts/Erosion.cs) to C++ .
- Opensource Terrain Generation and Procedural texturing tool
- TerraGen3D Version 6 Released (Realistic Erosion and water added)
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My questions about volumetric clouds
I want to implement the clouds in my application https://github.com/Jaysmito101/TerraGen3D So where can i place the cloud rndering in there ?
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suggest a Simple opengl volumetric clouds tutorial
Thanks for the suggestion! I got my mistake and fixed it! (https://github.com/Jaysmito101/TerraGen3D/commit/edd9cb78259efe035b038e8da3bae873cdfe9f06) Thanks a lot!
- Here is a open source project i am working on
- Terragen3D - Procedural 3D Terrain Generator and Texturing Tool in OpenGL/C++
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What would you say is a good GUI library for a beginner (someone who's never dabbled in GUI programming before, but has several years of experience with C++)?
Dear imgui is one of the easiest libriries out there. For my part i learned it in just 1 2 weeks and here is what i made with it https://github.com/Jaysmito101/TerraGen3D and also i am not very experienced at all. Imgui is not diffucult according to me.
- Open Source Procedural Modelling and Texturing software
Hydraulic-Erosion
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Trying to learn marching cubes and feeling overwhelmed. Should I give up?
I started with sebastian lague's infinite terrain tutorial. It was cool but the results were plain. It didn't cover caves or how to have overhangs, or mountain ridges, or terraces, erosion, etc. That's how I came across marching cubes, it seemed like marching cubes was required for some of these things and I got the impression I would need to know about it (or something about using 3d noise?) to move forward. Someone told me about his marching cubes video, and I watched that. It didn't really get deep into what he did like in the landmass tutorial. I also watched his terraforming video just to see if all of this would made more sense to me after, but it didn't. So I checked the descriptions of his videos and found a few interesting links. One was from 1987and had to do with Marching Cubes use in the medical field and MR scans and stuff. It went over my head. There was this paper from 1994, which is supposedly a basic explanation of marching cubes, but it too went over my head. Finally, there was this link to the first chapter in Nvidia's GPU Gems 3, which tackled procedural generation with marching cubes running on the GPU? It also went over my head. I found this Unity forum post which has somebody attempting to implement the GPU Gems stuff in Unity, and the person seems to had made some pretty significant progress on it, but it looks like life things got in the way, as it does, and so they haven't posted in that thread since 2014. They didn't post a GitHub repo or anything either. Speaking of repos, I also opened up sebastian lagues GitHub repos for his marching cubes video and for his terraforming video to find something interesting and, while the projects were interesting to look at, it would be a lie to say I actually learned anything by opening them up and looking at them, which was extrememly disappointing. I watched his erosion video too, but when I opened the repo and tried to generate a map, it said it was above some 65555 limit and wouldn't generate anything but a flat plane, so I've been ignoring that one entirely for now. I don't really know where to go from here, and I feel like I've been all across the internet and have nothing to show for it.. I'm about to read these two documents since they were linked in sebastian lagues erosion video description, but I can already tell these will, yet again, go over my head.
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TerraGen3D Version 6 (Erosion + Realistic Water added)
I did try to use TinyErode at first but i couldnt make it work (surely my fault you can check that piece of code - https://github.com/Jaysmito101/TerraGen3D/blob/1f72c10e0c7973edb58067ceaa69e0b976309093/src/Filters/ErosionFilter.cpp) also what i saw with the example it was too slow so i ended up translating this(https://github.com/SebLague/Hydraulic-Erosion/blob/master/Assets/Scripts/Erosion.cs) to C++ .
What are some alternatives?
Lua - Lua is a powerful, efficient, lightweight, embeddable scripting language. It supports procedural programming, object-oriented programming, functional programming, data-driven programming, and data description.
Marching-Cubes - Coding Adventure
FastNoise2 - Modular node graph based noise generation library using SIMD, C++17 and templates
Terraforming
world - A set of tools for wide world generation and manipulation
veloren
ImFrame - dear imgui + glfw framework
xtd - Free open-source modern C++17 / C++20 framework to create console, GUI (forms like WinForms) and unit test applications and libraries on Microsoft Windows, Apple macOS and Linux.
copperspice - Set of cross platform C++ libraries (Core, Gui, Network, Multimedia, SQL, Vulkan, etc)
nuklear - A single-header ANSI C immediate mode cross-platform GUI library
imgui - Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies