I too am really interested in how to go about this - I have an idea
that might work.

I don't know anything about best practices around procedural terrain
generation so apologies if this sounds dumb, but could you do
something like this?

1) generate a big strip of Perlin noise bitmap, like 1000x4000
2) use the Perlin noise as a HeightMap and generate the terrani using
the Broomstick Elevation class
3) fly the camera over the terrain - when the camera gets close to the
edge of the terrain, repeat steps 1 and 2 above and plug on another
strip of generated terrain.

Now, the 2 generated terrains obviously wouldn't match up nicely - the
2 edges that touch would have very different topology, so there would
have to be an algorithm that takes the vertices along the edges of the
2 terrains that need to join up, and 'stitch' them together, by
working out a nice way to blend the 2 edges.

Does that sound feasible? That was the approach I was going to take,
but would be great to hear of the 'proper' way to do things.



On Jun 7, 8:52 am, Choons <chadkim...@gmail.com> wrote:
> hell yeah David's demo on JITB has me stoked.
>
> http://www.derschmale.com/2010/10/07/ray-tracing-with-pixel-bender-us...
>
> Now how can I do exactly that in Broomstick? I'm studying his source
> code now. The 2nd preview release of Pixel Bender 3D is out but sadly
> looping is still not implemented so the same main issue he mentions in
> his article remains. God it looks cool though
>
> On Jun 6, 11:47 am, Michael Iv <explomas...@gmail.com> wrote:
>
>
>
>
>
>
>
> > David Lenaerts, Away3D team member .He has got an article on terrain
> > raymarching
> > his blog "Der Schmale"
> > Also these two articles are very informative.I also want to develop such a
> > utility but have to much work now.If Away could put such a tool into the
> > framework it could be really nice.
>
> >http://www.subblue.com/blog/2009/3/7/tracing_a_terrain
>
> >http://iquilezles.org/www/articles/terrainmarching/terrainmarching.htm
> > <http://www.subblue.com/blog/2009/3/7/tracing_a_terrain>
>
> > On Mon, Jun 6, 2011 at 7:35 PM, Choons <chadkim...@gmail.com> wrote:
> > > @Ringo I'm interested to see what I've come up with too ; ) I'll post
> > > it soon. No Bullet Flash in it yet but that is next.
>
> > > @Michael which David? There's about 4 regular Dave's on here.
>
> > > I got my head around (tried to) some multi-fractal solutions like
> > > rescale-and-add and noise synthesis this weekend. They look like good
> > > solutions to handle creating terrain on the fly that can also do LoD,
> > > but how to texture/color them isn't obvious to me. I'm hoping not to
> > > to have to reinvent the wheel here if someone has already got a
> > > working solution.
>
> > > On Jun 6, 1:46 am, Michael Iv <explomas...@gmail.com> wrote:
> > > > I think you should talk to David
>
> > > > On Mon, Jun 6, 2011 at 9:31 AM, ringodotnl <spee...@gmail.com> wrote:
> > > > > Hey Choons,
>
> > > > > Interested to see what you come up with.
>
> > > > > On Jun 5, 7:55 am, Choons <chadkim...@gmail.com> wrote:
> > > > > > Hi - I've been working on a flying demo and have started looking at
> > > > > > ways to create a procedural terrain that always fills in ahead of 
> > > > > > the
> > > > > > flight direction and is destroyed as it scrolls off the screen. I'm
> > > > > > partial to a diamond-square approach but wanted to check in here to
> > > > > > get ideas before I proceed. How would you guys go about it in
> > > > > > Broomstick?
>
> > > > --
> > > > Michael Ivanov ,Programmer
> > > > Neurotech Solutions Ltd.
> > > > Flex|Air |3D|Unity|www.neurotechresearch.comhttp://blog.alladvanced.net
> > > > Tel:054-4962254
> > > > mich...@neurotech.co.il
> > > > t...@neurotech.co.il
>
> > --
> > Michael Ivanov ,Programmer
> > Neurotech Solutions Ltd.
> > Flex|Air |3D|Unity|www.neurotechresearch.comhttp://blog.alladvanced.net
> > Tel:054-4962254
> > mich...@neurotech.co.il
> > t...@neurotech.co.il

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