in development

a better world

Following up on my last post, I was able to generate a scene with less eye static.

There are two important changes under the hood. One is the noise generator that we sample to construct the field. I removed the huge multipliers and offsets from the old function, leaving the essential trig/polynomial stuff.

var v = Math.cos(x0 + Math.sin(y0 + Math.cos(z0) * x0) * z0);

What remains can’t properly be called a noise function. If I remove the sampling code and graph the function itself, this becomes pretty obvious.

It’s all foldy and warpy, but it’s not noisy. There is structure here. It comes out in the end.

The other change is the addition of a “floor”. I’ve noticed that when I generate 3D environments that go off in all directions and try to navigate them, I become disoriented quickly. I’ve been toying with the idea of creating a game based in such an environment, and this is the biggest obstacle. Humans evolved in a gravity well. Even in virtual reality, we need a sense of where “down” is. Take that away, and I’m not sure anyone will want to play for very long.