Here’s a screengrab of a thing Geoff has put together in SceneKit.

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It’s reminding us a bit of this iconic album cover:

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Geoff has put together this neat hilly terrain by working off of the Perlin noise function.

If you’re not familiar with Perlin noise, according to Wikipedia: “Perlin noise is a type of gradient noise developed by Ken Perlin in 1983 as a result of his frustration with the ‘machine-like’ look of computer graphics at the time.”

It’s great for making computer-generated natural effects (like fire, fog, or rolling landscapes) look more… well, natural.

This is what it looks like in action:

Perlin map test! A programatic never ending canyon! from happyMedium on Vimeo.

In other news, we’re getting along well with Unity and giddily acquiring assets. The two asset packages that we’re most excited about are: one that gives us more tools for developing terrains, and a second one that lets us grab real-world satellite images, drop them in Unity, and texture them ourselves.

What’s great about Unity is that it’s incredibly easy to get started and use. Because it’s so easy to get started, you can test things out and see things happen relatively quickly.

More experimentation –> more fails under our belt –> faster to learn and get to the finish line.

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