[HN Gopher] Programming terrain from scratch using C++ and OpenG...
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       Programming terrain from scratch using C++ and OpenGL by Shamus
       Young (2006)
        
       Author : pathless
       Score  : 52 points
       Date   : 2024-08-25 15:32 UTC (7 hours ago)
        
 (HTM) web link (www.shamusyoung.com)
 (TXT) w3m dump (www.shamusyoung.com)
        
       | ricree wrote:
       | I also enjoyed his similar series on generating a procedural
       | city: https://www.shamusyoung.com/twentysidedtale/?p=2940
        
         | m_eiman wrote:
         | I ported his code to a macOS screen saver back in the day, but
         | I see I haven't updated it since macOS 10.6... I guess the
         | chance of it working on a Apple Silicon Mac isn't anywhere near
         | 100% :P
         | 
         | https://emage-software.com/
        
         | pathless wrote:
         | That was an amazing read as well. I really wish the internet
         | had more game-programming-for-beginners or whatever you might
         | call them style microblogs.
         | 
         | Shamus will be missed! RIP.
        
         | rkachowski wrote:
         | Oh wow, that came out when I was in university. I often think
         | about that series of articles and the little tricks and
         | techniques he used to simulate the feeling of a city at night -
         | almost entirely via artifice and very little intentional
         | design. I always found these dirty little tricks in graphics
         | super interesting.
        
         | ozarker wrote:
         | Man that's a blast from the past
        
       | Simon_ORourke wrote:
       | I remember being blown away by something similar on the venerable
       | Commodore Amiga in the early 90s. Can't remember the name of the
       | app, but you'd adjust a few parameters and line by line a terrain
       | may would appear.
        
         | unwind wrote:
         | Perhaps it was https://en.m.wikipedia.org/wiki/VistaPro ?
        
       | tombh wrote:
       | I just finished watching a live-coding session (from 2 years ago)
       | by Inigo Quilez (ex Pixar), where he constructs an entire ray-
       | marched landscape using only maths (mostly SDFs) in pure GPU
       | shader code.
       | 
       | The stream: https://www.youtube.com/watch?v=BFld4EBO2RE
       | 
       | The demo: https://www.shadertoy.com/view/4ttSWf
        
       | herodoturtle wrote:
       | This reminds me of NeHe's OpenGL tuts. That, and a little earlier
       | Denthor's mode13h tut, changed my life. Good times.
        
       | zootboy wrote:
       | Yet another "Hey, this reminds me of a similar thing"
       | contribution: Sean Barrett (of the STB header-only libraries
       | fame) has a series of coding livestreams going over his OpenGL
       | voxel rendering library and sort of turning it into a game:
       | 
       | https://www.youtube.com/watch?v=kD93nsghj9A&list=PLMkT-w6m06...
        
       | jheriko wrote:
       | its interesting... but i do wonder how we went from planet scale
       | and infinite terrains in the earlier 2000s and late 90s down to
       | "lets just do one little square". granted this looks a lot
       | prettier...
        
         | drekipus wrote:
         | [delayed]
        
       | fredthedeadhead wrote:
       | I really miss reading new blog posts and series from Shamus :(
        
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       (page generated 2024-08-25 23:00 UTC)