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Procedural Landmass Generation (E20: refactoring 2/2)

2017-06-02

[public] 50.9K views, 699 likes, 4.00 dislikes audio only

Refactoring the threaded data request management code, moving terrain chunks to their own file, and getting rid of the map generator.

The full source code for this episode can be found here:

https://github.com/SebLague/Procedural-Landmass-Generation

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replace the mesh world size variable with a reference
/youtube/video/K9f0f1znEGk?t=396.569
create height map settings
/youtube/video/K9f0f1znEGk?t=438.44901
accessing the endless terrain
/youtube/video/K9f0f1znEGk?t=913.54999
set things up in the endless terrain
/youtube/video/K9f0f1znEGk?t=998.17902
pass in the mesh settings
/youtube/video/K9f0f1znEGk?t=1251.0291
apply the texture data to the material
/youtube/video/K9f0f1znEGk?t=1303.799
move the remaining map generator functionality into the map display
/youtube/video/K9f0f1znEGk?t=1373.91
pass in the terrain material
/youtube/video/K9f0f1znEGk?t=1629.75