procedural isometric map
I'm developing a procedural isometric map generator.
the whole generation and output to screen happens on the gpu with fragment shaders.
there is very limited data transfer between gpu and cpu.
only a few bytes like coordinates and frame number.
architecture:
- generate map from perlin noise in fragment shader.
- make changes to map in another fragment shader.
- render map to screen, rendering 1 large quad,
fragment shader get's the tile id from map texture.
then looks up the tile texture as position calculated by tile_id
map generation stage 1
a graphic for first generation of the map will go here
map generation stage 2
Sorry, no content yet...
a graphic for post processing of the map will go here
render to screen
generated from markdown
source