Procedurally generated 8km Octree Terrain using Compute Shaders and WGPU (Rust)

This page summarizes the projects mentioned and recommended in the original post on /r/proceduralgeneration

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  • CDLOD

  • I guess if today you want to implement a pretty and optimized "simple" terrain renderer, CDLOD is the way to go. There is even a reference implementation written in C++ with both "basic" and "chunks streaming". Note that this only applies to the mesh generation/manipulation, if you want it to look pretty you also need to implement things such as triplanar mapping for textures, and also if you want it to be usable you also probably want to implement editor tools. And I'm gonna be honest, re-coding Unity's tooling (but better!) for my terrain renderer was probably 70% of the work. Also I never got to adding support for trees or vegetation, which is a whole other subject if you want a good mix of pretty/performance.

  • 3DWorld

    3D Procedural Game Engine Using OpenGL

  • Filling the cracks properly generally gives better performance and fewer drawing artifacts compared to skirts. If you use indexed triangles and set them up in neat rows and columns, it's pretty easy to get right. No lookup tables or big switch cases, and it works with any number of LODs. See the crack_ibuf_t code starting around like 1800 here: https://github.com/fegennari/3DWorld/blob/master/src/tiled_mesh.cpp

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NOTE: The number of mentions on this list indicates mentions on common posts plus user suggested alternatives. Hence, a higher number means a more popular project.

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