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Frank Gennari
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Frank Gennari's posts

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Procedural City With Buildings
I would like to have large cities and other man-made objects in 3DWorld. Terrain, vegetation, clouds, and water look fine, but the scene needs more. My large array of museum building models from a previous post is interesting, but looks too repetitive, noth...

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Procedural Clouds in Tiled Terrain
I've shown tiled terrain clouds in many screenshots over various blog posts, but I've never had a post that shows off the different types/layers of clouds. The 3DWorld sky is rendered back to front as several layers: Blue sky with gradient for atmospheric s...

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Assorted Images and Videos
I'm currently working on procedural building generation, but it's not yet finished. I don't want to show off unfinished work, at least not until I get closer. So here are some images and videos on assorted 3DWorld topics that I've been working on. Dynamic L...

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Domain Warping Noise
I recently watched this YouTube video and decided to make another pass at landscape height generation for tiled terrain mode in 3DWorld. The existing system allowed for several user-selectable noise variants, starting with my custom sine wave tables and inc...

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Instancing 3D Models in Tiled Terrain
My grand goal for 3DWorld is to allow an entire city of many square miles to be explored seamlessly. No loading screens, no delays, a huge view distance, shadows, indirect lighting, collision detection, etc. I started with the terrain in tiled terrain mode....

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1000 Dynamic Lights
It's been over a month since my last post. For the past month, I've been working on a number of smaller unrelated topics, so I'll probably add a few shorter length posts in quick succession. Recent work has been on the subjects of large numbers of dynamic l...

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Realtime Terrain Editing
I've changed topics once again and have gone back to working on realtime terrain editing. 3DWorld's heightmap based terrain has been editable using a brush system for a few years now. I'm currently working on additional editing functionality. Grass and tree...

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Yes, More Custom Materials!
It's time for more fun with custom materials in the form of reflective and refractive cubes and spheres. Every time I get distracted by some other new feature, I keep coming back to these materials. Part of the reason is that I've never seen a system that c...

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San Miguel Rain and Snow
This post continues my San Miguel scene experiments using techniques from previous posts on rain and snow . I decided I wanted to see how this scene looked with wet and snowy surfaces and how well the environment coverage mask worked on a highly detailed, c...

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San Miguel Scene
This post is doesn't contain much technical content, because I was busy with moving to a new house and then the holidays, so I didn't have much time to write code. Instead, I'll post some images of the San Miguel scene modeled by Guillermo M. Leal Llaguno o...
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