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content/art/kopitiam/index.md

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---
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title: Kopitiam
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title: Restaurant
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type: art
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showTableOfContents: false
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layout: "simple"
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---
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Inspired by [B K Corner](https://maps.app.goo.gl/kdEVvqGHJaNEt9EFA) in Kuching.
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Didn't have time to texture this one very well, or build the surrounding
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scenery. Maybe it will fit somewhere in a game. It would be cool to have the
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buliding be a little hub where different shops open back up as you progress.
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{{< gallery >}}
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<img src="kopitiam_ext.png" class="rounded-2xl grid-w100" />

content/tech/terrain/index.md

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unwieldy , so in the future I'd like to be able to use the `Path3D` node to
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create paths and roads on the splatmap, as well as a free form drawing brush.
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Maybe noise texture overlays as well with masking.
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## Optimization
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Currently, this recalculates the terrain using every input shape, every time.
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There is a simple optimization that would cache the result of every shape but
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the actively selected one and then just re-apply that one shape. I haven't done
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measurements to see whether this is worth it. If this editor was being shipped
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in game, rather than being just an editor tool, it needs some tuning.

content/tech/triplanar/index.md

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type: tech
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---
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I don't think this is going to be that useful in most games. Triplanar mapping
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is already expensive, and multiplying that by the samples for paralax occlusion
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mapping is probably a bad idea.
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Triplanar mapping is already expensive, and multiplying that by the samples for
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paralax occlusion mapping is probably a bad idea. It was fun to implement this
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anyway, even if I don't use it in a game.
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In my current WFC prototypes, I'm re-using models and rotating them. At some
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point I'll need to handle also transforming the UVs based on the rotation of
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the tiles' models, but for now triplanar can help me with look development.
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the tiles' models, but for now triplanar mapping is a quick way to get an idea
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of how things might look.
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I want to use heightmaps to add details without extra geometry. While modern
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game engines and hardware can handle an insane number of triangles, my workflow
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for creating models that tile perfectly cannot.
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I want to use heightmaps to add details without extra geometry. The concern is
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mostly on my workflow, not on performance. I'm simply too lazy to model that into
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my modules in a tileable way.
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The effect is turned up a bit to make it extra apparent int he sample. The floor
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shouldn't be offset so strongly if you want to have a character walk on it.
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shouldn't be offset so strongly if you want to have a character walk on it without
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them appearing to levitate.
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## Heightmap with Deep Parallax
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{{<video "pom.webm">}}
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There is a ton of detail in the floor and walls. Some bricks/stones occlude
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others. It's really awesome.
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## Normal Map Only
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{{<video "norm.webm">}}
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If performance does become and issue, using the normal map textures seems to be
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good enough. This is using the simplest "swizzle" approach from Ben Golus's
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Using Ben Golus's basic "swizzle" from his
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[Normal Mapping for a Triplanar
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Shader](https://bgolus.medium.com/normal-mapping-for-a-triplanar-shader-10bf39dca05a)
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tutorial, and I think the results are just fine.
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Without this fix, you get very wrong normals. It's subtle in this sample scene
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but areas in negative directions start looking dark in a confusing way.
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## The Shader
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Here's the code for those who are interested. It's mostly me gluing code from

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