# HG changeset patch # User Steve Losh # Date 1505707914 14400 # Node ID e5c90825e160c055bbc44ccaea6428698cf93cd9 # Parent bfaa208cef0e75926b82c82d122dae9cbe93aed5 Fix JS demos (thanks, Weend) diff -r bfaa208cef0e -r e5c90825e160 content/blog/2016/02/midpoint-displacement.markdown --- a/content/blog/2016/02/midpoint-displacement.markdown Thu Aug 10 22:24:43 2017 -0400 +++ b/content/blog/2016/02/midpoint-displacement.markdown Mon Sep 18 00:11:54 2017 -0400 @@ -7,9 +7,9 @@ +++ - - - + + + I'm taking the Game Engine Architecture class at Reykjavík University. My group just finished our midterm [project][] where we played around with procedural diff -r bfaa208cef0e -r e5c90825e160 content/blog/2016/03/recursive-midpoint-displacement.markdown --- a/content/blog/2016/03/recursive-midpoint-displacement.markdown Thu Aug 10 22:24:43 2017 -0400 +++ b/content/blog/2016/03/recursive-midpoint-displacement.markdown Mon Sep 18 00:11:54 2017 -0400 @@ -6,10 +6,10 @@ +++ - - + + - + In the [last post][mpd] we looked at implementing the Midpoint Displacement algorithm. I ended up doing the last step iteratively, which works, but isn't diff -r bfaa208cef0e -r e5c90825e160 content/blog/2016/06/diamond-square.markdown --- a/content/blog/2016/06/diamond-square.markdown Thu Aug 10 22:24:43 2017 -0400 +++ b/content/blog/2016/06/diamond-square.markdown Mon Sep 18 00:11:54 2017 -0400 @@ -6,9 +6,9 @@ +++ - - - + + + In the last two posts we looked at implementing the Midpoint Displacement algorithm for procedurally generating terrain. Today we're going to look at