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43rd procedural texture: organic crack network done via recursive random walks from N seed nuclei. Each seed spawns a crack that walks in a random direction for some length, then with 60% chance branches into one or two more cracks of half-remaining length. Most cracks die out after a step or two, a few branch into longer networks — the bias matches real-world fissure formation. Useful for cracked mud, dry earth, broken glass, weathered stone, dragon skin overlays, ice-shard effects. Defaults to 12 seeds at 40-px max length. Iterative DFS instead of true recursion so deep branching chains never blow the stack. |
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| .. | ||
| asset_extract | ||
| auth_login_probe | ||
| auth_probe | ||
| blp_convert | ||
| dbc_to_csv | ||
| editor | ||
| asset_pipeline_gui.py | ||
| backup_assets.sh | ||
| diff_classic_turtle_opcodes.py | ||
| gen_opcode_registry.py | ||
| generate_ffx_sdk_vk_permutations.sh | ||
| m2_viewer.py | ||
| opcode_map_utils.py | ||
| validate_opcode_maps.py | ||