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Update version to 1.3.0
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IceCreamYou committed Sep 1, 2015
1 parent aabfbe1 commit 53dc37e
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2 changes: 1 addition & 1 deletion bower.json
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@@ -1,6 +1,6 @@
{
"name": "THREE.Terrain",
"version": "1.2.2",
"version": "1.3.0",
"main": "build/THREE.Terrain.min.js",
"ignore": [
"node_modules"
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2 changes: 1 addition & 1 deletion build/THREE.Terrain.js
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@@ -1,5 +1,5 @@
/**
* THREE.Terrain.js 1.2.2-20150830
* THREE.Terrain.js 1.3.0-20150901
*
* @author Isaac Sukin (http://www.isaacsukin.com/)
* @license MIT
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2 changes: 1 addition & 1 deletion build/THREE.Terrain.min.js

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2 changes: 1 addition & 1 deletion demo/index.js
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Expand Up @@ -552,7 +552,7 @@ function customInfluences(g, options) {
function cleanAnalytic(val) {
var valIntStr = (val | 0) + '',
c = '';
if (val | 0 === 0 && val < 0) {
if ((val | 0) === 0 && val < 0) {
valIntStr = '-' + valIntStr;
}
while (valIntStr.length + c.length < 5) {
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2 changes: 1 addition & 1 deletion package.json
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@@ -1,6 +1,6 @@
{
"name": "three.terrain.js",
"version": "1.2.2",
"version": "1.3.0",
"description": "Extends the Three.js web-based 3D graphics framework to support generating random terrains and rendering terrain from predetermined heightmaps.",
"homepage": "https://github.com/IceCreamYou/THREE.Terrain",
"bugs": "https://github.com/IceCreamYou/THREE.Terrain/issues",
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18 changes: 11 additions & 7 deletions roadmap.md
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@@ -1,4 +1,4 @@
## 1.3
## 1.x

Add an analytics measure for jaggedness: what percent of vertices are the highest or lowest in their neighborhood
Add mode bucket for elevation and slope to the analysis
Expand All @@ -7,10 +7,14 @@ Add a Slope/Curve and a pure Random generator
The steps filter seems to be misbehaving
Use THREE.Math.nextPowerOfTwo in the DiamondSquare and Value generators instead of their custom implementation
Make the custom shader(s) scalable https://twitter.com/VMA3D/status/562631211752112128


## 2.0

Make the API more consistent
Write documentation that's not in the code
Fix Smoothing to use a smoothing factor (a multiplier for how close the point should move to the average) instead of a weight for the target point
Implement helper functions to convert from a 1D Vector3 array to/from a 1D and 2D float array, and convert the generator and filter functions to operate on those
Make the API more consistent
Phong lighting for generated textures
Allow making slopes rougher than flats
Create modified smoothing functions that apply at different intensities depending on the slope
Expand All @@ -23,7 +27,7 @@ Make scattering be based on spatial distance, not faces
Add a function to horizontally shift the high points of high slope faces to possibly generate some overhang


## 1.4
## 2.1

Make FirstPersonControls rotate on swipe and move forward on tap-and-hold like OrbitControls
Try using the terrain with a physics library
Expand All @@ -33,10 +37,12 @@ Look into writing a space partitioning algorithm (like the way procedural dungeo
Investigate search-based and agent-based terrain generation http://pcgbook.com/wp-content/uploads/chapter04.pdf
Provide some sort of grammar for to guide terrain generation based on objectives?
Provide some mechanism for evolution towards finding a terrain that most closely meets a set of rules?
Try IFFT(LowPassFilter(FFT(WhiteNoise()))) again as a procedural generation method
Try simulating techtonic plates as a procedural generation method as described at https://webcache.googleusercontent.com/search?q=cache:http://experilous.com/1/blog/post/procedural-planet-generation
Support a terrain "mask" for creating holes


## 2.0
## 3.0

Erosion
Clone the terrain
Expand Down Expand Up @@ -80,12 +86,10 @@ River generation
Make rivers narrower and shallower at the top


## 3.0
## 4.0

Implement optimization types
Support infinite terrain
Try IFFT(LowPassFilter(FFT(WhiteNoise()))) again as a procedural generation method
Try simulating techtonic plates as a procedural generation method as described at https://webcache.googleusercontent.com/search?q=cache:http://experilous.com/1/blog/post/procedural-planet-generation
Try implementing spherical (planet) generation with biomes
Tunnels and caves

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