Media Summary: 3rd year Abertay university coursework. A Prototype application that provides the user with numerous tools that can be used to rapidly build life-like terrains. Made with ... A short demo of the application I created for my
Directx 11 Procedural Terrain With Flocking - Detailed Analysis & Overview
3rd year Abertay university coursework. A Prototype application that provides the user with numerous tools that can be used to rapidly build life-like terrains. Made with ... A short demo of the application I created for my Using perlin noise and fractional brownian motion to procedurally generate height maps, normal maps and textures. DirectX 11 Terrain Engine with Atmospheric Scattering Made using c++ 20, Direct3d11, Win32, glm(3d math library), Stb_image(for texture loading), FastnoiseLite(noise library) Done: ...
This is is demonstration of watertight (no cracks/gaps between quads) tessellation. It automatically tessellates each quad based ...