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Latest hydraulicerosion Activity
![Real-time hydraulic erosion using compute shaders - OpenGL](https://uploads.gamedev.net/blogs/monthly_2024_03/large.f9cfe20e519d4e69b8c749a23630580d.2024-03-15-23-38-46__hydraulic_erosion_with_compute_shaders.jpg)
![OpenGL Procedural terrain - Improved texturing and normal mapping](https://uploads.gamedev.net/blogs/monthly_2023_11/large.7a910e98f446478a9717f774a1dede78.2023-11-24-19-31-13.jpg)
![Procedural terrain + adaptive exposure + BLOOM](https://uploads.gamedev.net/blogs/monthly_2023_11/large.232bf181f98b4c3a91e986004d037150.2021-12-20__improved_bloom_%2B_adaptive_exposure__walk.jpg)
Improved bloom + experiments with adaptive exposure.
Bloom is heavily inspired by the method described by Jorge Jimenez in his great slides here: http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare (starts from slide 144)
![A small walk inside my procedurally generated terrain](https://uploads.gamedev.net/blogs/monthly_2023_10/large.ca68bfe876824b8d9b05e78a7227b6d7.small_walk_GL.jpg)
A small walk inside my procedurally generated terrain. Rendered in OpenGL.
The terrain was created using multiple layers of perlin noise and applying hydraulic erosion on it.
Grass and flowers are rendered using billboards and instancing.
![OpenGL procedural terrain - big map test](https://uploads.gamedev.net/blogs/monthly_2023_09/large.b8788c0ebab740beac30b9776c7beb98.2023-09-29-20-31-00__thumbnail.jpg)
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