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paracosm's Introduction

Setup

  1. Clone this repo.
  2. git submodule update --init --recursive
  3. npm install
  4. npm run build
  5. npm start
  6. Navigate to http://localhost:3000/demo

Progress Report

  • I worked on setting up the terrain to render per tile but I am having some issues with the normals.
  • Once done I will either generate the terrain using spherical coordinates or will convert the current implementtion to render a square plane of tiles instead of a spehere.

paracosm's People

Contributors

austineng avatar rudraksha20 avatar

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paracosm's Issues

Add Proper Normals

Nornals are not affected by the noise. Sample nearby heights or perhaps directly calculate normals

Improve Realism of terrain generation

Terrain generation is simple multioctave noise. Investigate using a more realistic noise function and using more real-world inspired generation.

Some thoughts:

  • on Earth, terrain is mostly indiscernible except at closer distances. It seems like the starting noise frequency is high relative to the size of the planet
  • should we start with feature detemination? It may be difficult for simple noise generation to generation emergent features like oceans and plains

Improve Geometric Error Calculation

Currently geometric error is the integral of the max amplitude of the remaining octaves plus the greatest distance between the chord and true arc spanning a particular tile. At close distances there seem to be far too many small tiles.

Create C++ module for terrain generation

Instead of generating terrain in Javascript and running a glTF json through gltf-pipeline, we should instead manually create the .b3dm buffers in a C++ module. tileset.json generation should also happen in C++

Add Tests

Add tests and set up Travis CI builds

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