Great, this is what I’m looking for. What method did you use to create it? Can you share important points to consider when implementing it as well as the difficulties you encounter when making it?
I have looked into your code but probably because I have just started learning babylon, there is a lot of reading that I don’t understand
ex: how do you locate and increase the height and change the material?
ex: this._effect = engine.createEffect("./Source_Clone/water",
[“position”, “normal”, “uv”],
[“worldViewProjection”, “world”, “view”, “vLightPosition”, “vEyePosition”, “waterColor”, “vLevels”, “waveData”, “windMatrix”],
[“reflectionSampler”, “refractionSampler”, “bumpSampler”],
I have read Amit’s article from this page
It inspired me to make a game with a realistic map and never overlap without human intervention. But I had difficulty in doing Amit’s theory conversion because of babylon’s ground made of triangular mesh.
Do you have any ideas to help me create Polygonal Map Generation or another way to create all of them with triangular mesh BABYLON?