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Some recent topics started on our forums |
Procedural planet texture part 2
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Last week I have implemented some cool new effects to the engine. Basically it's some post processing such as glow and motion blur. But in the background there is a nice threaded texture generator, that generates planet textures while the player move... |
Posted April 23, 2007 11:54:14 PM
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Procedural planet textures
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I hope you like them, they are still early stage. But there should be a significant increase before summer 2007. :)
They are all generated procedurally on different resolutions. Textures are generated at runtime, resolutions are based on... |
Posted December 1, 2006 11:32:11 AM
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Procedural textures / displacements
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Hi all. This is my first adventure into the world of procedural modeling and texturing. It's yet another wannabe synthetic planetery engine. Sofar i am only experimenting with perlin noise, but hope to get some real results it in the near future... |
Posted January 24, 2006 8:19:07 AM
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Procedural approach
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I would be interrested in ideas on procedural modelling, and everything related to the procedural topic that is done in real time.
I love the idea of a MMOG that sends minimal data through the network, and still get a huge procedural but very r... |
Posted November 14, 2005 6:46:29 AM
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Why move to DirectX9 ?
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What are the features Dx9 has extra compared to Dx8? I am just curious why everyone is moving to DirectX9 and why is it called "managed directx" ? I have downloaded the Dx9SDK, but only looked at the samples sofar, which seemed the same they hav... |
Posted September 21, 2005 5:15:30 AM
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GeForceFX stripped to the bone
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Hi
Does anyone know where I could find some real documentation about the GeForceFX chip ?
I am especially interrested in the register description, and everything related to the GPU as low level as possible.
I am looking for something stripped t... |
Posted November 23, 2004 3:38:02 AM
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Bezier curves
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I have a task to connect two bezier curves. What are bezier curves? Where can I find theory on bezier curves, and how do I connect them ? Also, could someone point me to some examples (preferrably with source code) ?
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Posted June 6, 2004 3:42:29 PM
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Function separator line in a RichTextBox
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I am trying to implement a small procedure, that would add a horizontal line in a rich textbox.
The line should be similar to the one in VB6. It should not be copy-able,
it should simply just have to be a visible line. |
Posted April 20, 2004 12:14:33 PM
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Visual Basic or C++ ?
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I’ve been coding games for quite a time using Visual Basic.
But going commercial, at some firms would require a good understanding of developing games in C++.
I would like to ask you guys to post comments, pro or against the concept of making... |
Posted December 13, 2003 6:03:00 AM
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Take a look at this artifact ?
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I know it’s probably my fault, so i need some help on this one:
Screenshots
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Posted December 9, 2003 4:28:30 AM
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Some recent replies made on our forums |
Procedural planet texture part 2
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Ok. Here is the first demo. It is not the official one, but a pre-pre demo release . It does not yet feature all the things i have work in progress, but it shows the basic functions.
Read the readme file first!!
DOWNLOAD THE DEMO
This... |
Posted May 11, 2007 1:27:36 PM
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Procedural planet texture part 2
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Careful about my "atmosphere" implementation: it's a very cheap technique, that only works for planets viewed from outer-space!
I am using a blank untextured sphere (white color) that is slightly bigger then the planet I am rendering. Next I... |
Posted May 11, 2007 12:10:16 PM
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Procedural planet texture part 2
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- I am using a modified version of libNoise
- The textures are based mainly on distance, and there are 10 levels of generation that varry both on resolution and octave count.
- There is also a basic caching function, that stores textures... |
Posted May 6, 2007 6:22:13 AM
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Procedural planet texture part 2
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The stars in the background:
- I Disable the Z-buffer
- I use a big sphere around the player, that is textured with a procedural texture, using very low shades of blue colors for the gradient.
- Next I render a set of random points for the static... |
Posted April 24, 2007 10:39:33 AM
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Procedural planet textures
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Sure. I am using the code to generate Perline noise mostly from the explanations found at libnoise.sourceforge.net. You have an opensource noise library there.
From there you have to read a bit about perlin noise and general procedural techniques... |
Posted December 4, 2006 6:42:01 AM
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Procedural planet textures
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1. The maximum level is based on distance: "The closer you get the bigger the texture resolution and the more octaves to generate it"
2. Not yet. I am still experimenting with the building of the planet texture. But its a good idea, thanks. I... |
Posted December 2, 2006 10:08:12 AM
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Procedural textures / displacements
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The clouds, just like the stars where an experiment. I use a color-gradient, to map heights to colors. I have several gradients to compose the land and. The experiment was to change the land gradient to a gradient that features a white transition and... |
Posted January 27, 2006 5:05:50 PM
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Procedural textures / displacements
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Btw: I also have an idea for a possible game using a cartoonish-procedural unvierse, and thats why i did the exagerated displacements. Spoore looks funn :D
And am looking forward to read more about the simplex noise functions. I read perlins docs... |
Posted January 27, 2006 3:54:31 PM
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Procedural textures / displacements
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Thanks for the replys. The project / experiment is still in it's eraly infancy stage, where i am trying to get a feel of how to control the noise functions.
Im trying to create a way to dynamically connect several noise modules. I actualy got the... |
Posted January 27, 2006 3:51:58 PM
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Procedural approach
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Hehe, thanks, i already read those topics, including Ysaneya's work, which i follow with great interrest. To be honest with you, it was the ImageOfTheDay section featuring Ysaneya's work that ignited my quest for procedural approaches, and im excited... |
Posted November 14, 2005 10:35:26 AM
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