I'd been hoping to get some more articles up, but I've been completely absorbed in building the procedural world generation project in UnrealEngine. I am just in the process of doing some refactoring and optimisation and hope to get some kind of write-up done in the next few weeks. It is draining my brain doing a couple of hours code before heading to the studio, and carrying on in the evening! Satisfying progress though :) Here's a quick video in the meantime :



Basic first iteration



Bit of fancy lighting and more polys



As you can see currently I have split vertices and averaged normals producing flat-shaded polygons, which was a result of just taking the easy route for the first iteration. Right now I'm adding support for more efficient shared vertices and smooth shading, and some parameterisation for the multi-threading. The next major feature after that will be a LOD system.