Description: A French Demoscene Group, since 2009
This article is the sequel to our series on the making of H – Immersion (see the demo on YouTube ). You can read the first and the second parts here: A dive into the making of Immersion ; Texturing a 64kB intro .
In the previous part, we saw how textures are generated in H – Immersion . This time, we’ll have a look at another important tool for size coding: procedural geometry.
More specifically, since our rendering uses traditional polygons, we wrote a procedural mesh generator. We’ll see how with a few well chosen techniques, it is possible to create a variety of shapes, or make a viewer believe we did.