An entry for the r/procedural_generation monthly contest for Procedural Mountains. This is basically just the normal Value-Noise-Heightmap as implemented in F# and OpenGL
In which we speed up some F# code to compare fairly against Ocaml, Haskell, and Golang
The first of many procedural generation based posts. This was just a bunch of grammar rules for constructing towers, walls, crenelations, buildings, keeps, and trees.
A simple Lambert shader gives adds depth to our spheres. Lighting is proportional to the cosine of the angle between the light and the surface normal
We derive the equation to intersect a sphere and a ray from basic definitions