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  1. LWJGL 3D Terrain Update

    Updated post here. I'm starting to modernize my code by moving to a shader-based model.

    Made some changes to my code and pretty much everything is significantly better. My previous post: LWJGL 3D Terrain



    The aesthetics were greatly improved by switching from bilinear interpolation to a sine-based interpolation function. For more details on how I generated the height map see this page. ...

    Updated October 5th, 2012 at 02:25 AM by helloworld922

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  2. LWJGL 3D Terrain

    Updated post here (performance and quality significantly improved)

    A break from tradition, this time I'm not going to be posting some kind of a tutorial/tip. Rather, I'm going to post a few screen-shots of my current project, which involves 3D terrains.

    The terrain is randomly generated at the beginning of the test program using multiple 2D noise functions with increasing frequency and decreasing amplitude, and then bi-linearly interpolated together into a height map. ...

    Updated October 3rd, 2012 at 04:12 PM by helloworld922

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