Skip to content

kvirulent/dirt-jam

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

7 Commits
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

What is this

This is a Godot project built for Acerola's Dirt Jam. The goal is to take an existing terrain generation compute shader and make any improvements to it in one month.

Update Log

7/21/25 - Started with the basics- just what's needed to make a flat plane. Made some tooling "improvements" by moving the shader source code from the strings into a seperate directory and loading them from an autoload script. There is probably a better way.

7/24/25 - Initial Git commit. After much business this month, I finally got the basic terrain generation vertex and fragment shaders working! Some color improvements still need to be made to the fragment shader though.

Improvements

  • Simple distance-based fog
  • Distance-based noise intensity scaling

Project Goals

  • Distance-based fog
  • Distance-based LOD
  • Shader includes
  • Improved hash function
  • Height precalculation

About

Compute shader for terrain generation submitted to Acerola's dirt jam

Topics

Resources

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published