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Here’s the result: These biomes look good in the map generation demo, but each game will have its own needs. Realm of the Mad God[26] for example ignores these biomes and uses its own (based on elevation and moisture). 8 Noisy Edges#For some games, the polygonal maps are sufficient. However, in other games I want to hide the polygon structure. The main way I do that is to replace the polygon bord
A few months ago I was looking for a new sample scene to test watercolor renderings. I was thinking of something complex, filled with vegetation - like trees overgrown with ivy. Fortunately I was able to implement a procedural system so that the ivy would grow by itself. The result is a small tool allowing a virtual ivy to grow in your 3d world. The ivy grows from one single root following differe
What are CSS Sprites CSS sprites are a way to reduce the number of HTTP requests made for image resources referenced by your site. Images are combined into one larger image at defined X and Y coorindates. Having assigned this generated image to relevant page elements the background-position CSS property can then be used to shift the visible area to the required component image. This technique can
CityEngine is advanced 3D modeling software for creating huge, interactive and immersive urban environments in less time than traditional modeling techniques. The cities you create using CityEngine can be based on real-world GIS data or showcase a fictional city of the past, present, or future. Create a massive city all at once instead of modeling each building individually. CityEngine powers rapi
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