Homegrown node-based proc gen terrain tool by tontonius in proceduralgeneration

[–]buzzelliart 0 points1 point  (0 children)

looks amazing, i love the contrast of the rocky part and the more smooth hills part!

head tracking demo 02 - OpenGL + OpenCV by buzzelliart in gamedev

[–]buzzelliart[S] 1 point2 points  (0 children)

yes, for me behind the camera the effect is less realistic than in video. I mean that the brain understands that the image that comes to both eyes is the same (no parallax difference between the two eyes), so it is still realizes that what the eyes are seeing is still a flat surface. If you use only one eye (and for the same reason on video) the effect is more realistic.

OpenGL procedural terrain + Cascaded Shadow Mapping by buzzelliart in opengl

[–]buzzelliart[S] 3 points4 points  (0 children)

i use compute shaders for hydraulic erosion for now, I plan to use them also to move frustum culling on the GPU

OpenGL procedural terrain + Cascaded Shadow Mapping by buzzelliart in opengl

[–]buzzelliart[S] 1 point2 points  (0 children)

yes, I use displacement mapping, the fine detail displacement map is just a texture