Topotoy Labs

@topotoylabs.bsky.social

I enjoy pain. That is why I code simulation engines. My blog: http://brashandplucky.com

bridson + delaunay + boundary tris removal + ear-cutting+ relax + dissolve some edges + dual + create some "rip" edge chains, tagging whether ground will fault left/right-wards + tag some ngons as beach + floodfill inland growing height respecting the rip constraints + subdiv #indiedev #gamedev

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I'm adding support for a new channel in my terrain streaming system for vegetation density. I am baking LOD'ed data from Copernicus Global Land Cover (PROBA-V LC100) for tree/shrub/grass cover. No vegeration rendering yet though. 😓

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For planetary ocean rendering I use a screen-space projected grid. The grid starts as a flat mesh in NDC, and each vertex is projected onto the sphere surface. But what about vertices that point at the sky? You need to clip the grid to the horizon. The horizon is a CONIC SECTION. #solodev #gamedev

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