I just finished watching a live-coding session (from 2 years ago) by Inigo Quilez (ex Pixar), where he constructs an entire ray-marched landscape using only maths (mostly SDFs) in pure GPU shader code.
I remember being blown away by something similar on the venerable Commodore Amiga in the early 90s. Can't remember the name of the app, but you'd adjust a few parameters and line by line a terrain may would appear.
I ported his code to a macOS screen saver back in the day, but I see I haven't updated it since macOS 10.6… I guess the chance of it working on a Apple Silicon Mac isn't anywhere near 100% :P
Oh wow, that came out when I was in university. I often think about that series of articles and the little tricks and techniques he used to simulate the feeling of a city at night - almost entirely via artifice and very little intentional design. I always found these dirty little tricks in graphics super interesting.
I don't think it was this tutorial, but something similar I did around 2006 after completing a year of games programming study. Generating noise as height maps, mapping height ranges for texture blending and creating these terrains had me hooked on programming. Sadly, web development was just a lot more lucrative, so I dropped C++ for C#, and only done games dev as a hobby every now and then. I love these kind of tutorials though, same with Open GL NeHe, Game Programming Gem books, GPU Gems, etc. Good times!
Yet another "Hey, this reminds me of a similar thing" contribution: Sean Barrett (of the STB header-only libraries fame) has a series of coding livestreams going over his OpenGL voxel rendering library and sort of turning it into a game:
its interesting... but i do wonder how we went from planet scale and infinite terrains in the earlier 2000s and late 90s down to "lets just do one little square". granted this looks a lot prettier...
Story and dialogue heavy games did well in the market, and work-intensive art assets like voice acting made it so these couldn’t scale through procedural generation. Ultimately there’s less call for big empty spaces.
tombh|1 year ago
The stream: https://www.youtube.com/watch?v=BFld4EBO2RE
The demo: https://www.shadertoy.com/view/4ttSWf
ranger_danger|1 year ago
herodoturtle|1 year ago
taneq|1 year ago
Another great one for general graphics/demo/simulation coding was "The good-looking textured light-sourced bouncy fun smart and stretchy page" (https://web.archive.org/web/20031218105827/http://freespace....)
And for landscapes in general, Ken Musgrave did some awesome work although I'm having trouble digging up the more technical stuff he used to post.
And then there was software like Terragen and Bryce could produce some great rendered landscapes. It's getting me all nostalgic. :)
baruz|1 year ago
ElCapitanMarkla|1 year ago
Simon_ORourke|1 year ago
unwind|1 year ago
ramses0|1 year ago
https://www.pouet.net/prod.php?which=4662
https://youtu.be/_zSjpIyMt0k
...1993
fredthedeadhead|1 year ago
ricree|1 year ago
pathless|1 year ago
Shamus will be missed! RIP.
m_eiman|1 year ago
https://emage-software.com/
rkachowski|1 year ago
ozarker|1 year ago
unknown|1 year ago
[deleted]
layoric|1 year ago
zootboy|1 year ago
https://www.youtube.com/watch?v=kD93nsghj9A&list=PLMkT-w6m06...
jheriko|1 year ago
thom|1 year ago
drekipus|1 year ago
...then draw the rest of the owl