I haven’t posted anything in a while so here’s some visualizations of some old stuff i did a while back.

working on cliff generation, specifically marking the edges properly. to properly illustrate chunk boundaries i made the chunk colors alternate between grey and white.

the top image is the initial cliff edge marking (any tan tile connected to a white tile becomes orange).

the second image shows the second pass where i convert all white tiles with 2 orange tile connections into an orange tile. this method actually gives worse results and causes large gaps between cliffs segments in different chunks.

the third image shows a tweaked version of the method used in the second. i am converting tan tiles to orange instead of white tiles to orange. it gives significantly more accurate results, still a few gaps to sort out though. i am missing a specific case related to chunk edges.

this simple method i am using works beautifully. i originally used the marching squares algorithm to mark the edges of the tan blobs but it would have taken a lot of tweaking in order for it to give the proper results.

Here is some simplex noise combined with my ‘infinite’ chunk-based game grid. You can see where the chunks connect. There are 9 chunks in the grid and you start in the middle. If you move to an edge chunk, that chunk becomes the center and the chunks which are not immediately on the edge of it are erased and moved to become the new edges.

Combined with saving/loading the entities within a chunk, this means i could create massive procedurally generated persistent grids.

The bottom image shows the difference between using different octaves with simplex noise (the leftmost image uses 8 octaves). I started work on generating cliffs (the orange outlines on the right image) but it’s going to take a different algorithm to properly generate cliff edges.

A failed attempt at merging 2 faces (putin and obama). 

I rewrote all of my existing code. I wanted to be able to load several images and do pixel comparisons with less hassle. It’s a work in progress!

behold: procedurally generated mesh based terrain and fully functional collisions. also, the stroller’s center of mass is altered so that it doesn’t flip all the time now.

This is my academic term group project for the computer graphics course i am taking. It’s a raytracer!

Our final version has antialiasing, motion blur, randomly sampled soft shadows, refraction and more.

A little test app i’ve been working on. I’m using Unity and it is really intuitive and easy to learn. I just started about half a week ago and I’ve already made substantial progress.

What it is: Eventually it will be a mobile game released on iPhone/Android. Originally I was going to make a Flappy Bird type clone just to get used to Unity but the learning curve wasn’t as steep as expected. I have a general idea of what i want to do and it will be Flappy Bird-esque, I suppose.

So far I have the procedural terrain generation (loosely) implemented. The white tiles are placeholders. Player movement works and basic input works (you can jump if the tires are on the ground).

the top picture turned out the best. it started as a photo of a horse silhouette with a sunset behind it. took a lot of iterations and time to transform it.

i figured i’d share some of the models i’ve done in blender too. these were all done about 2 years ago for Team Fortress 2.