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https://github.com/fede-vaccaro/TerrainEngine-OpenGL
An OpenGL 4 and C++ program which renders a procedural scene.
https://github.com/fede-vaccaro/TerrainEngine-OpenGL
Last synced: 29 days ago
JSON representation
An OpenGL 4 and C++ program which renders a procedural scene.
- Host: GitHub
- URL: https://github.com/fede-vaccaro/TerrainEngine-OpenGL
- Owner: fede-vaccaro
- License: mit
- Created: 2018-06-22T19:13:04.000Z (over 6 years ago)
- Default Branch: master
- Last Pushed: 2022-04-29T07:48:22.000Z (over 2 years ago)
- Last Synced: 2024-08-03T20:04:58.421Z (4 months ago)
- Language: C++
- Homepage:
- Size: 87.2 MB
- Stars: 616
- Watchers: 24
- Forks: 84
- Open Issues: 14
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Metadata Files:
- Readme: README.md
- License: LICENSE
Awesome Lists containing this project
- AwesomeCppGameDev - TerrainEngine-OpenGL
README
## Procedural Scene in OpenGL 4 ##
*A little OpenGL application which renders an (almost) procedural scene, featuring a terrain with distance adaptive LOD, water surface simulation and volumetric clouds.***dependancies needed:**
* GLFW (compiled library in the files)
* imgui (also in the files, which is the lovely framework from which the GUI is made!)
* *An OpenGL 4 ready graphics card!**Include/* and *Libraries/* directory has been already uploaded.
![Demonstrative image](/resources/pic.jpg)
![Demonstrative image2](/resources/pic2.jpg)
![Demonstrative image3](/resources/pic3.jpg)[Here](https://youtu.be/B7wUUqXgkUc) you can see a video about on YouTube. (Updated at 27/03/19)
I'm looking for someone who might help me with this work! If you want to help me adding some feature like Procedural Grass, Cascading Shadow Map, SSAO, Motion Blur, improving the terrain or the water please contact me!
A special thanks to [Prof. Stefano Berretti](https://www.micc.unifi.it/people/stefano-berretti/), for introducing me to the discipline at the University) and [Joey DeVries](https://learnopengl.com/), the project is based on his framework!
It was initially made in collaboration with @rickie95 as a course project, but even after the delivery I decided to keep working on it implementing the volumetric clouds rendering, with the hope that I'll have the time (and the will!) to add other features!