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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.
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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.
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Procedurally generated terrain mesh with organic triangulation This post marks the beginning of a series on procedural island generation.
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Note: This post was written nearly 2 years ago and never published.
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PCA Principal Component Analysis (PCA) is the subject of a previous post of mine, so I will only summarize it here.
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PCA is a data transformation technique.
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This post is a direct continuation to the latest entry… Part III: Constrained Dynamics (III) - Force-based constraints.
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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.
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This post is a continuation to the first entry in this series: Part I: Constrained Dynamics (I) - Unconstrained dynamics.
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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.
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Recently I dived into the rabbit-hole of real-time anti-aliasing techniques and ended up implementing Reprojection-based Temporal Anti-Aliasing.
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This is a tiny pixelshader-only 2D path tracing engine.