I've been fooling around with moving on sloped tiles in XNA and it is semi-working but not completely satisfactory. I also have been thinking that having sets of predetermined slopes might not give me ...
I've recently been experimenting with a simple Voxel-based 3d engine (think Minecraft) which uses heightmaps to define terrain in the following format: http://en.wikipedia.org/wiki/Heightmap Does ...
Managed to get something like this using a simplexnoise port i made from the original javacode to php: Used some tips from other post: Understanding Perlin Noise basically, lowered the frequency ...
These lines work (compile fine): float4 offset = HeightMap.Sample(HeightSampler, input.Texcoord); input.Position.xyzw += float4(0, 1, 0, 0); These do not (any use of offset together with input/...
I've created a spherical terrain object out of 6 sphere projected (normalised) planes, each plane has been heightmapped post to being normalised. I'm looking to create a CG shader which will ...
So far I have been using normal avering to calculate the normals for my vertices in my heightmap, with good graphical result (see picture), however it is terribly slow. With a incresing image size the ...
Hello everyone I'm programming a game with c++ and openGL. My world is generated from a heightmap (100x100 matrix with values 0-255) and now I need a function that returns the actual height based on ...