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Procedural Terrain Generation in irrlicht using the C++ STL for multithreading

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Procedural Terrain Generation

Procedural Terrain Generation in irrlicht using the C++ STL for multithreading

Check out release 0.9

Controls - Press:

  • WASD or Arrow Keys to move

  • SHIFT for accelerated movement

  • P to spawn enemy

  • SPACE to jump

  • R to reload

  • M to increase view distance

  • N to decrease view distance

  • F1 to reset position

  • F2 to toggle fly mode

  • F4 to reload terrain

  • ESCAPE to leave

  • Left click triggers a raycast from the player and colors the triangle at the collision point for debug purposes

Dependencies

This project relies on the following open source libraries:

  • irrBullet (irrlicht compatible bullet wrapper)
  • bullet3 (physics engine)
  • irrlicht 3D (3d graphics engine)
  • PortAudio (audio engine)

Building

To build the project on windows, just open the ProcMapGeneration.sln in Visual Studio 2017 and build

On macOS you can use the ProcMapGeneration-macOS.xcodeproj Xcode 9 compatible project

Future versions may use CMake

Notes

Raycasting currently does not work (since bullet3 intergration) but will be added again in future revisions

Screenshots

v0.9.1 v0.9 Early screenshot

Assets:

Clouds, trees & bushes (CC BY-SA 3.0 https://creativecommons.org/licenses/by-sa/3.0/)

Low Poly Knight

Low Poly Vegetation Pack

UI Elements

License of this Project?

MIT! Free software, hell yeah!

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Procedural Terrain Generation in irrlicht using the C++ STL for multithreading

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