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Procedural Landmass Generation (E12: normals)

2016-06-27

[public] 84.8K views, 2.05K likes, 6.00 dislikes audio only

Welcome to this series on procedural landmass generation. In this episode we go on a long journey to fix a tiny problem with the mesh normals.

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

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

If you'd like to support these videos, I have a Patreon page over here: https://www.patreon.com/SebastianLague


calculate the surface normal from these points
/youtube/video/NpeYTcS7n-M?t=250
add that triangle normal to each of the vertices
/youtube/video/NpeYTcS7n-M?t=331.569
calculate the vertices bordering the mesh
/youtube/video/NpeYTcS7n-M?t=432.289
create a 2d array of integers representing the different vertex indices
/youtube/video/NpeYTcS7n-M?t=524.26898
add a vector3 array for our boarder vertices
/youtube/video/NpeYTcS7n-M?t=888.59998
initialize our border triangles to a size of 6
/youtube/video/NpeYTcS7n-M?t=991.40997
add it to the boarder vertices array
/youtube/video/NpeYTcS7n-M?t=1071.179
loop through the triangles belonging to the border
/youtube/video/NpeYTcS7n-M?t=1164.7791
adding the triangle normal to the vertex normals
/youtube/video/NpeYTcS7n-M?t=1197.5
move this mesh simplification increment calculation up to the top
/youtube/video/NpeYTcS7n-M?t=1423.809
create an integer mesh size
/youtube/video/NpeYTcS7n-M?t=1443.9091