Update ahead


I though I let you know that I will most likely release yet another Update soon. In the previous versions, the meshes were looking darker, with less contrast and saturation in the WebGL target than in Blitz3D. That was due to difficulties in converting standard B3D vertex colors in a way CopperCube can load. After some fundamental investigation I have finally found an almost perfect formula to convert these colors 1:1. In the attached screenie you can see the difference, although the trees still need to be adjusted.

So you may try the current version, test some heightmaps, but be aware, a (from my POV) better version may be released soon.

Get Fancy Procedural Terrain

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