Fractal caverns
I was following how another user of the forum www.leetdev.com was writing routines to create mazes, and I got the idea to try to do it in 3D. However, I wanted to have a bit more organic feeling to the world that was to be created, so I decided to base my coding around libnoise using coherent noise functions in 3D. The idea was to build a voxel cube from coherent noise, and then hollow out the cube by removing the voxels that had a value less than a certain threshold value. The hollow spaces that was left in the voxel cube, could then be vectorized into triangles.
That was the idea, and I am not finished working on it yet. The results so far, can be best shown as:
This is a screenshot of the voxel cube being created:
And this screenshot is from where the voxel cube is almost finished:
And this screenshot shows the vertices left from the hollowing of the cube. These vertices will be used for creating the triangle mesh that I will use to render a world with:
The voxel cube have been calculated in such way, that it is seamless in all axises. Whish means that if you would place the same cube side by side in all directions, they would pattern match perfectly.
I cant wait until I have finished this code, and it is possible to fly though a nicely textured cave.
