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  1. Resulting terrain elevation with multi-scale noise layers and mountain peaks This post continues from Part II, where we established the paint map foundation and mountain ridge system.

  2. 128x128 paint map defining the island's base elevation structure This post is a direct continuation to Part I, where we established the terrain mesh foundation using Poisson disk sampling and Delaunay/Voronoi structures.

  3. Procedurally generated terrain mesh with organic triangulation This post marks the beginning of a series on procedural island generation.

  4. Spherical Harmonics

    Note: This post was written nearly 2 years ago and never published.

  5. Truncated SVD

    PCA Principal Component Analysis (PCA) is the subject of a previous post of mine, so I will only summarize it here.

  6. PCA is a data transformation technique.

  7. Constrained Dynamics (IV)

    This post is a direct continuation to the latest entry… Part III: Constrained Dynamics (III) - Force-based constraints.

  8. This post is a continuation to the first two entries in this series: Part II: Constrained Dynamics (II) - Don’t use springs to model rigid constraints.

  9. Constrained Dynamics (II)

    This post is a continuation to the first entry in this series: Part I: Constrained Dynamics (I) - Unconstrained dynamics.

  10. Constrained Dynamics (I)

    I am starting a mini-series of posts that go through the mathematical derivation necessary to build a minimal physics engine with support for constrained dynamics.

  11. Recently I dived into the rabbit-hole of real-time anti-aliasing techniques and ended up implementing Reprojection-based Temporal Anti-Aliasing.

  12. Tiny path tracing in 2D

    This is a tiny pixelshader-only 2D path tracing engine.