#4 Creating a Game Engine in Java and OpenGL - Terrain Generation
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- Опубліковано 9 вер 2024
- This is the fourth episode of the OpenGL Game Engine Programming Series with LWJGL 3.
In this episode the terrain will be generated from a heightmap.
The related normalmap is initially created with a Compute Shader.
heightmaps:
github.com/ore...
finished code:
github.com/ore...
starting code:
github.com/ore...
derived from:
github.com/ore...
Respekt an dich! Super arbeit mit der Engine ! Und ein großes danke für deine Tutorials und Anstrengungen.
Nice tuts. so excited for the next video tutorial :)
modules.gpgpu.NormalMapShader Validation Error: A sampler points to a texture unit used by fixed function with an incompatible target.
what is this error pls help
Hi, I'm working on a 3D LWJGL game and was wondering if you could help me with it basically I am using a heightmap to generate the terrain and storing them as PNG's can you help me so I can use your method instead as it looks more efficient
Kann es sein das der "finished code" und der Code am Ende des Videos unterschiedlich sind?
With the bilinearFilter, the "cube" artifacts are no longer visible, but the triangles do not add any terrain information. It is therefore useless to generate as many triangles if they are following in a straight line !!
Hello , I tried to download the starting code but I can't run it, any tips help?
what is the error?
How can I compute HeightMap (not normal map) from position attributes not from texture?
You can generate the heightmap with a compute shader and assign the height values
OreonEngine do you know any book or resource to read about it? I think I don't realy understand how compute shader works.
yes read the opengl programming guide
www.ics.uci.edu/~gopi/CS211B/opengl_programming_guide_8th_edition.pdf
there is a dedicated chapter for compute shaders
OreonEngine oh, thank you. It's really huge book. I want to read it all.
Will this series continue?
yes soon, currently I'm working on a big engine update with deferred renderer SSAO and FXAA but it's shortly before finish, then the series will be continued
Any idea what could be causing these black seams?
i.imgur.com/JNoc31X.png
hm seems that there is a mistake in the quadtree morphing function in your code
I created a tag with the finished code here github.com/oreonengine/Lwjgl3-Game-Engine-Programming-Series/releases/tag/tutorial_4
can you optima's this I have no fps
In my case I'm integrating his engine into my own implementation... so I can control this kind of think separately
personal I use the thinmatrix engine but he didn't use this quadtree terrain lod system just want to know for what is good for?
In my opinion this series has more complex stuff... I follow thin matrix tutorials and the bennybox tutorials too. And this one combined with benny engine with some improvements are giving me good results in term of performance and quality...
Waiting for the next tuts :)
soon ;)