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Fantasy mountains

Name: Lan Lou Pennkey: lanlou

Current features:

  • fbm combine worley noise terrain (two octaves of woley in the outter layer and 6 octaves of perlin noise together with one layer of large scale worley as mask in the outermost layer.

    • different noise comparision:
    pure worley fbm pure perlin fbm

    combine of two:

  • biomes based on terrain altitude and a large scale fbm perlin noise

    • including grasslands forest and mud land , and also mapping of terrain color to it's altitude
  • (extra) worley noise ocean (acheived by compositing multiple layers of worley noise in fbm style based on u_time, each of which possess different velocity and direction)

  • remapping of terrain:

pow 0.2 pow 1.0 pow 3.0
  • (extra) alpha blending based on depth of terrain for ocean

    • you can notice water transparency changes with it's elevation
  • (extra) cloud using multiple octaves of worley noise, alpha blending based on thikness

  • (extra) sun using raycasting in camera space......

  • terrain color layers based on terrain hight as well as slope angle

  • (extra) simple lambert shading for terrain

  • (extra) specularity and fresnel effect for ocean surface

GUI controls:

I only wrote a few controls which doesn't cover all features I've implemented from top to bottom, they are:

  • powval : the remapping degree of terrain based on pow function
  • sundirx,y,z : three direction component for sun directions
  • waterele : water elevation
  • clouddens : coverage of clouds
  • use W,A,S,D keys to move across the mountains and ocean
  • use RMB to rotate camera, LMB to translate camera, MMB to zoom in and out..

inspiration :

  • grass land, clouds and mountains from anime feature film/Howl's Moving Castle by Hayao Miyazaki

some other examples

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Languages

  • TypeScript 51.2%
  • GLSL 46.2%
  • JavaScript 1.5%
  • HTML 1.1%