Message from @turtwig
Discord ID: 503103425135902720
the motors some of these things use are in themselves not cheap
Messing around landform generation again today.

trying to figure out how to do some terracing but I can't get the right control over it.
Ah, I think a clamp will work.
that reminds me of a tool I had fuckin years ago
for generating photo realistic landscape
this one is called world machine
I'm just using it to experiment with how certain generators and filters work
terragen I think
going to have to use some other software to do it or make my own
if I actually want to implement it that is, the world machine software is $299
so basically I can't render terrains to any viable resolution
something like this would actually be pretty cool to use

terragen pro is 700 dollars lol
Yeah so I'm just going to learn how to do basic terrain generation in code instead lol
with stuff like perlin noise
lol yeah
It's pretty cool, you can do some pretty interesting things with even just a few filters.
Don't necessarily need to make hyper-realistic just yet.
these things basically generate geometry with equations and then assign textures based on predetermined height map and plane size shit
it's not an overly complicated concept, but making it look believable is tough
Well, believable isn't actually that hard. This is believable. https://www.shadertoy.com/view/MdX3Rr
Albeit simple and it has kinks but that isn't even 50 lines of code.
Yeah but this has been fine tuned to give exactly that output
you're on about a generator
this is procedural generation
¯\_(ツ)_/¯ can't shadertoy on phone lol
check it out some time, you'll see what I mean
It starts from a particular seed but then the offset just goes up infinitely.
so it's constantly generating terrain
I watched the jewtube
looks pretty good but the textures are a bit...
yeah yeah like I said it isn't perfect
but it shows what is possible
in the mountains they join in sharp corners lol
but the point is passable is very easy
I haven't done graphic code in like 10yrs+
but ye easier than I expected
It's basically just a few layers of noise layered on top of each other with changing factors of intensity for each layer.



