Clone the sources: git clone --recurse-submodules github.com/emeiri/ogldev.git If you want to get the same version that was used in the video you can checkout the tag 'TERRAIN5'. Build on Linux: cd ogldev/Terrain5 && ./build.sh Build on Windows: Open the Visual Studio solution: ogldev\Windows\ogldev_vs_2022\ogldev_vs_2022.sln Build the project 'TerrainRendering\Terrain5'
I love that you used my tutorial in your video, that's awesome! EDIT: I think UA-cam deleted my first two comments because I put the URL to gamedev in them, so silly! I love your interpolation improvement, a MUCH needed enhancement
@@OGLDEV Heh, it finally clicked that UA-cam is a stickler about URLs. I can't believe slope lighting still has relevance after all these years! Terrain rendering back then was like voxel rendering is for gamedev newbies today - it was the popular thing to make back then. Great video sir! :)
I agree. I was a bit hesitant about including it but I found it very interesting and different from what is done today so I decided to show it anyway. Thanks for sharing the algorithm :-)
Great video! Though, one thing worth highlighting that was ignored is that the shadows would often be incorrectly missing around local-maxima areas behind higher peaks that are multiple vertices away.
You're welcome! I guess we don't need to normalize it if the only place we use it is in the fragment shader. I guess it's just a habit to normalize the normal when finishing calculating it. It doesn't hurt since it's suppose to be before the main loop starts. You need to be careful if you ever need to use it in the vertex shader.
Great video as usual. I was wondering if it's possible if you can make a tutorial about rendering an infinite 3D grid for a game engine scene editor. Again thanks for the amazing work :D
Thanks! Infinite Terrain is a topic that I'm very intrested in. I still need to do the research and find a good algorithm for that so I think this will be later on in this series.
Clone the sources:
git clone --recurse-submodules github.com/emeiri/ogldev.git
If you want to get the same version that was used in the video you can checkout the tag 'TERRAIN5'.
Build on Linux:
cd ogldev/Terrain5 && ./build.sh
Build on Windows:
Open the Visual Studio solution: ogldev\Windows\ogldev_vs_2022\ogldev_vs_2022.sln
Build the project 'TerrainRendering\Terrain5'
Do you have a quick and dirty method to calculate face normals by any chance? 😅
I've just pushed a branch called TERRAIN5_FACE_NORMALS which I've used to create the face normals demo for the video.
@@OGLDEV Thank you!!
I just found this hidden gems,, thank you for making this channel
Welcome aboard!
wow, I just go to sleep and then you upload new video. Big thanks!
You're welcome :-)
I love that you used my tutorial in your video, that's awesome! EDIT: I think UA-cam deleted my first two comments because I put the URL to gamedev in them, so silly! I love your interpolation improvement, a MUCH needed enhancement
That was youtube!
Thanks, glad to hear you liked it :-)
@@OGLDEV Heh, it finally clicked that UA-cam is a stickler about URLs. I can't believe slope lighting still has relevance after all these years! Terrain rendering back then was like voxel rendering is for gamedev newbies today - it was the popular thing to make back then. Great video sir! :)
I agree. I was a bit hesitant about including it but I found it very interesting and different from what is done today so I decided to show it anyway. Thanks for sharing the algorithm :-)
I learned something again, as usual :) Great explanation, thank you very much!
My pleasure!
Awesome work, thanks !
Thank you!
Great video! Though, one thing worth highlighting that was ignored is that the shadows would often be incorrectly missing around local-maxima areas behind higher peaks that are multiple vertices away.
Thanks! I assume you mean the second method? Yes, this is a deficiency of this algorithm which I guess why it didn't see much usage.
thanks for the video, this should be a good fit for a compute shader :)
This is what people keep telling me. I guess I need to make a video about it...
Thank you for sharing, love it 😂
You're welcome :-)
thank you so much for your tutorials, they really helped me with my school project
You're welcome!
I guess we don't need to normalize it if the only place we use it is in the fragment shader. I guess it's just a habit to normalize the normal when finishing calculating it. It doesn't hurt since it's suppose to be before the main loop starts. You need to be careful if you ever need to use it in the vertex shader.
Great video as usual.
I was wondering if it's possible if you can make a tutorial about rendering an infinite 3D grid for a game engine scene editor. Again thanks for the amazing work :D
Thanks! Infinite Terrain is a topic that I'm very intrested in. I still need to do the research and find a good algorithm for that so I think this will be later on in this series.