It’s a video this time though. So that’s better.
You can see the program layering the octaves of Simplex Noise here, going from large, gradual slopes to finer surface noise. Colours are now blended as well instead of just popping in at certain points, and at the end the whole terrain is smoothed. As the water and terrain are constantly in motion, normals have to be calculated each frame which is fairly processor intensive. However, since this video was captured I’ve switched over to using vertex buffer objects which has made a noticeable difference to the frame rate, and almost all the remaining changes I have to make relate to the graphics card, so hopefully the demo will remain at about 30fps on the target platform.









