3D World Generation #8: Floating Origins for Bigger Worlds (JavaScript/Three.js)
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Twitter: https://twitter.com/iced_coffee_dev
Github: https://github.com/simondevyoutube/
In this project we tackle adding floating origins to our procedural worlds, allowing us to build planets far bigger than previously possible. This allows us to scale up from dinky little moon-and-asteroid sized worlds to Earth sized planets (and beyond). We'll be making a few small and painless changes to the existing mesh generation code to support the feature.
This is the 8th in a series of 3D World Generation and procedural terrain tutorials. In previous tutorials, we started with mesh generation using height maps, before moving onto more advanced topics like quad-trees, planetary level-of-detail, atmospheric scattering, and threading. This project examines how floating origins help us expand the size of our generated worlds, allowing us to easily simulate Earth sized planets and beyond in JavaScript.
The three.js library is available in JavaScript for cross-browser 3d graphics, wrapping webgl and making high level functionality available in the web browser. It’s an extremely mature and well maintained library that I use for many of these videos.
In the video, we cover:
* Rendering Issues encountered when scaling up to Earth sized planets.
* How and why floating point precision is important and how it effects rendering.
* What floating origins are and how they work.
* The code changes needed to fix spatial jitter.
Видео 3D World Generation #8: Floating Origins for Bigger Worlds (JavaScript/Three.js) канала SimonDev
Twitter: https://twitter.com/iced_coffee_dev
Github: https://github.com/simondevyoutube/
In this project we tackle adding floating origins to our procedural worlds, allowing us to build planets far bigger than previously possible. This allows us to scale up from dinky little moon-and-asteroid sized worlds to Earth sized planets (and beyond). We'll be making a few small and painless changes to the existing mesh generation code to support the feature.
This is the 8th in a series of 3D World Generation and procedural terrain tutorials. In previous tutorials, we started with mesh generation using height maps, before moving onto more advanced topics like quad-trees, planetary level-of-detail, atmospheric scattering, and threading. This project examines how floating origins help us expand the size of our generated worlds, allowing us to easily simulate Earth sized planets and beyond in JavaScript.
The three.js library is available in JavaScript for cross-browser 3d graphics, wrapping webgl and making high level functionality available in the web browser. It’s an extremely mature and well maintained library that I use for many of these videos.
In the video, we cover:
* Rendering Issues encountered when scaling up to Earth sized planets.
* How and why floating point precision is important and how it effects rendering.
* What floating origins are and how they work.
* The code changes needed to fix spatial jitter.
Видео 3D World Generation #8: Floating Origins for Bigger Worlds (JavaScript/Three.js) канала SimonDev
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