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pgg's Introduction

Procedural Galaxy Generation

The engineer thesis about generating procedural, spherical terrain. Involves techniques like chunked LOD, shader-based vertex displacement, real time terrain heightmap generation and others.

Usage

pip install -r requirements.txt
./run.sh

or

docker-compose up

then visit localhost:8000.

Technologies

javascript:
THREE.js, Stats.js, THREEx.RendererStats

python:
SimpleHTTPServer

pgg's People

Contributors

valian avatar leniu avatar

Stargazers

Patryk Wychowaniec avatar Piotr Kowalski avatar

Watchers

James Cloos avatar  avatar  avatar  avatar  avatar

pgg's Issues

Heightmap Generator

There is a problem with generating textures for a new levels of LOD. HeightmapGenerator class should be adjusted, as well some helper classes. What I currently found:

  • reduce class API to just one method
  • width and height of texture is always the same, change to one parameter named size, or even let it be set in constructor function
  • noise should be taken from shader settings
  • create scene just one time, don't recreate with every function call
  • there are some bugs with setting shader uniforms in HeightmapShader. DisplacementVector is not set anywhere. And maybe change method name to "changeSettings"?
  • logic bug: there is no possibility to calculate chunk orientation in 3D by using just starting vector and interpolation vector. I suggest dropping interpolation and displacement vectors, and changing them to left - bottom and right - top corners of the chunk. This should allow easy interpolation of position.
  • move interpolation from fragment shader to vertex shader

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