Looking into this problem is the next thing on my to-do list. This might get quite complex because some of the coordinates of the block textures are hardcoded in the chunk shader. This is for example used for the waving grass and moving water surface, for masking grass blocks for biome coloring and so on and so on. Not quite sure yet how to implement this dynamic behavior since the amount of values that can be passed to the shader is quite limited depending on the GPU and OpenGL environment. :?
Just finished version 3.0 of the terrain generation algorithm which is quite the improvement in my opinion. All the changes I've made are mainly based on a new kind of preview algorithm I've wrote to easily visualize the output of the terrain generator (including volumetric data). I've used those previews to optimize the size of the terrain so it is actually fun to play with enough free space to move around while keeping the terrain structure interesting and memorable. The result of the 3.0 algorithm are landscapes with rivers, small island and continents. I've attached three images showing the same area scaled by two, eight and 32 blocks per pixel. The pixels are slightly colored according to the active biome at that point. The brighter the color the higher the terrain. I'll write a more detailed article on this new version (if I find the time
).
Also watch out for the player's hand I've just integrated into develop. *poke*
Just finished version 3.0 of the terrain generation algorithm which is quite the improvement in my opinion. All the changes I've made are mainly based on a new kind of preview algorithm I've wrote to easily visualize the output of the terrain generator (including volumetric data). I've used those previews to optimize the size of the terrain so it is actually fun to play with enough free space to move around while keeping the terrain structure interesting and memorable. The result of the 3.0 algorithm are landscapes with rivers, small island and continents. I've attached three images showing the same area scaled by two, eight and 32 blocks per pixel. The pixels are slightly colored according to the active biome at that point. The brighter the color the higher the terrain. I'll write a more detailed article on this new version (if I find the time
Also watch out for the player's hand I've just integrated into develop. *poke*
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