Terrain-Generation | : mount_fuji : A terrain generator in WebGL using Three.js | Graphics library

 by   sannremy HTML Version: Current License: No License

kandi X-RAY | Terrain-Generation Summary

kandi X-RAY | Terrain-Generation Summary

Terrain-Generation is a HTML library typically used in User Interface, Graphics, Three.js, WebGL applications. Terrain-Generation has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

A random terrain generation using Three.js, a JavaScript 3D engine. Live demo at
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              Terrain-Generation has a low active ecosystem.
              It has 26 star(s) with 6 fork(s). There are 4 watchers for this library.
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              It had no major release in the last 6 months.
              Terrain-Generation has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Terrain-Generation is current.

            kandi-Quality Quality

              Terrain-Generation has no bugs reported.

            kandi-Security Security

              Terrain-Generation has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              Terrain-Generation does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
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              Without a license, all rights are reserved, and you cannot use the library in your applications.

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              Terrain-Generation releases are not available. You will need to build from source code and install.

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            Terrain-Generation Key Features

            No Key Features are available at this moment for Terrain-Generation.

            Terrain-Generation Examples and Code Snippets

            No Code Snippets are available at this moment for Terrain-Generation.

            Community Discussions

            Trending Discussions on Terrain-Generation

            QUESTION

            Procedural terrain programming in Unity 3D
            Asked 2017-Apr-05 at 08:33

            I am trying to get along with procedural generation, I definitely not a pro in unity, however I was following this guide: click and got some results. For now I have 2 problems, I have some basic idea how to resolve them, however I would like to hear some other opinions.

            (I have already posted this question on Unity answers, however I have got no response at all, if there is some missing information or it is impossible to explain in a few words, please let me know or give some advice how to find this information)

            The main issue is : gaps between chunks:

            they kinda disappear if I will zoom, however textures remain unfit and it is remarkable.

            The second, as you can see I have a problem with red (I don't really know how to call it) marks on the ground. I have tried to use material from guide, but got same effect.

            Besides, Perlin Noise ( I know that I can use Diamond square or simplex) is pseudo-random algorithm, so it will return the same values for the same input parameters, so does it mean that my chunks will always be the same?

            My code ( I am using LibNoise library from guide):

            ...

            ANSWER

            Answered 2017-Apr-04 at 19:36

            The gaps happen because you're creating different terrain objects. The main point of using terrains is to have a procedural piece of mesh you can optimize as you see fit.

            The engine optimizes terrains by decreasing their LOD the farther you are from them. This means that two neighboring chunks may get two different LODs, effectively meaning one has half the vertex resolution of the other, which causes the gaps. You'll notice how they seem to happen with every other vertex if you pay close attention. It also seems to disappear up-close because you don't get any LODs up-close.

            The way the engine solves this is by stitching the extra vertex to the lower-resolution part of the terrain. It can't do this in your case, however, because there are separate terrain objects and they're unaware of each other's existence. What you probably want to do to solve the problem is to merge all the smaller terrain objects into one big terrain.

            Source https://stackoverflow.com/questions/43202913

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install Terrain-Generation

            You can download it from GitHub.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            https://github.com/sannremy/Terrain-Generation.git

          • CLI

            gh repo clone sannremy/Terrain-Generation

          • sshUrl

            git@github.com:sannremy/Terrain-Generation.git

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