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| author | James Barnett <noreply@jamesbarnett.xyz> | 2020-01-01 21:18:44 +0000 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2020-01-01 21:18:44 +0000 |
| commit | 66810d2ac2679466e3e612c1abc9b13811ad9a00 (patch) | |
| tree | 7b0c0b14634936a617c9d317218b08ae16d0cffd /README.md | |
| parent | 7f13eed4ec19cf01e049af752c87f7e010e301b6 (diff) | |
| download | terrain-66810d2ac2679466e3e612c1abc9b13811ad9a00.tar.xz terrain-66810d2ac2679466e3e612c1abc9b13811ad9a00.zip | |
Update README.md
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| -rw-r--r-- | README.md | 15 |
1 files changed, 14 insertions, 1 deletions
@@ -1,2 +1,15 @@ # terrain -Procedural terrain generation in Kotlin and WebGL + +Procedural terrain generation in Kotlin and WebGL. + +Demo [here](https://jamesbarnett.io/terrain) + + + +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. |