Procedural Whatever
Plants
- http://algorithmicbotany.org/ - Modeling plants and other biological structures.
- http://www.biologie.uni-hamburg.de/b-online/e28_3/lsys.html - An Introduction to Lindenmayer systems
Terrain
- http://terraform.sourceforge.net/ - Tools to generate terrains.
Noise
- http://en.wikipedia.org/wiki/Perlin_noise - General Perlin Noise description
- http://mrl.nyu.edu/~perlin/noise/ - Ken perlins source code
- http://www.gamedev.net/community/forums/mod/journal/journal.asp?jn=339903&reply_id=3089065 - Noise examples and shader code. Did not get it to compile - too many instructions
- http://www.cs.cmu.edu/~mzucker/code/perlin-noise-math-faq.html - Great page explaining perlin noise as well as seamless perlin noise
- http://freespace.virgin.net/hugo.elias/models/m_perlin.htm - explanation plus pseudocode
- http://libnoise.sourceforge.net/ - c++ noise library
Prototypes
Plants
Ported the TreeDemo to XNA 2.0Noise
Created the Prototype TestTexture which uses precalculated seamless perlin noise stored in a Texture3D to create continuous animations. It seems not to be so smooth in time though?Remaining Questions
- How are textures organized on gpu. Do all have 4 channels (float4?!)