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Terrain Raymarching

The next generation of my old Terrain Generation project, making use of the new platform and graphics backend I’ve been working on. The project is focused on using newer graphics API features in Vulkan in order to improve performance and scalability of the terrain generation. As a result the application is now able to generate new terrain chunks using compute shaders on a separate thread and graphics queue as the landscape is traversed with the aim of providing a smoother experience.

The rendering itself has also been reworked to use a compute-based raymarching solution which allows improved water reflections and terrain shadows.

 

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