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authorJames Barnett <noreply@jamesbarnett.xyz>2020-01-01 21:18:44 +0000
committerGitHub <noreply@github.com>2020-01-01 21:18:44 +0000
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# terrain
-Procedural terrain generation in Kotlin and WebGL
+
+Procedural terrain generation in Kotlin and WebGL.
+
+Demo [here](https://jamesbarnett.io/terrain)
+
+![](https://jamesbarnett.io/files/terrain/terrain2.png)
+
+The terrain height is determined using a [simplex noise](https://en.wikipedia.org/wiki/Simplex_noise) algorithm in multiple passes.
+
+I created this project to play around with out Kotlin's [JavaScript transpilation](https://kotlinlang.org/docs/reference/js-overview.html) feature which allows Kotlin projects to run in the browser.
+
+It makes use of Lars Ivar Hatledal's [kotlin wrapper](https://github.com/markaren/three-kt-wrapper) for Three.js, as well as my own very simple wrappers for [simplex-noise.js](https://github.com/jwagner/simplex-noise.js) and Jérémy Bouny's [water shader](https://github.com/jbouny/ocean).
+
+There are currently some definite performance and resource deallocation issues which I will probably never get round to fixing. Repeated regeneration of the terrain will consume large amounts of memory.