I got nostalgic about programming after watching a bunch of demos from pouet.net and made this little hexagonal world... It builds a bunch of hexes and then adjusts their height according to a heightmap generated from the Mandelbrot set. I'm especially happy about the lines. Each one is a quad that the vertex shader extrudes about 1 pixel in screen space, and they have a gradient texture which makes them look antialiased.

After I did this it started looking like a megapixel 2 level... I'm not sure if I wanna commit to working on that, but I think I'll keep playing with it and see where it goes



6 comments:
Its really nice to have you back to the programming wold :D
Cheers!
YES! Megapixel 2 plz!
100 fps? nice. Instancing the hexes?
I generate the hexes together in the same mesh but break it up into square subsections for performance (so sections out of view can be culled. This is nice because by tweaking the subsection size I can get optimum mesh size.
I love the way this looks, any chance of getting the project files to poke around in?
Well....
The code that makes the tiles is currently defunct. I was rewriting it and it's still in the restructuring stages.
But I think that I will opensource this project if I actually work on it more.
Post a Comment