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3D Procedural Landscape using Canvas
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The difficulty with using the typical heightmap => polygon mesh scheme is that a grid is actually a terrible way to specify a heightmap if you are looking to use as few polygons as possible (which we are, since Canvas isn't very fast). You also tend to get a lot of distortion that way since we're using affine textures. Going with a equilateral/hex grid minimizes both of those problems, but then you need a new way to generate the heightmap. (In my case, I build the polygon mesh first, convert it into a heightmap, and then use the heightmap to make the texture map.) You could just use a normal heightmap and sample points in a hexagonal fashion, but you run the risk of "skipping" over mountains, which tends to look weird.
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