i have been working hard on this for a while now and i think i am getting someware i am although getting a bit stcuk with normal generation for dif lod levels, but im sure i will figure it out soon enough.
for now a few more screenys.
My blog on the various projects that i am working on at the moment with different stages in dsesign, and how i acheve them.
Searc
Saturday, 6 August 2011
Saturday, 9 July 2011
Just some updated screenshots
Just wanted to post some new screenshots, starting look like a real planet.
I added some clouds,water and a nice lense effect. Gotta work on the terrain now to lower the draw calls and up the fps, but not a bad job i think so far, i am quite happy with the results.
Anybody want some info on the techniques used just mail me and ill get back to you as soon as possible.
I added some clouds,water and a nice lense effect. Gotta work on the terrain now to lower the draw calls and up the fps, but not a bad job i think so far, i am quite happy with the results.Friday, 8 July 2011
Finally worked the basics out
Well i been grafting hard on the planet and settled someware in the middle, its a gemipmap implementation, which is going to evolve in to a chunked lod, but that is later on got the atmospheric scattering working properly. I will post some implementation info soon, just need the time to do so but for now got some eye candy.
Its a lovely sunrise from the mountains, normals are not yet generated so shadows are not great but its getting there.
Saturday, 25 June 2011
Got the atmospheric scattering working
Well finally managed to get the atmospheric scattering shader, geometry and the shader working properly and its looking pretty nice if i do say so myself. Now i gotta start to add some nicer effect. This may ateka while as this is not on my initial TODO list, as i have to fix the planet LOD first.
Saturday, 18 June 2011
Update on what i have been working on
Ok well i have now decided i am going to stick with 6 square clipmaps and morph them in to a sphere, as spherical clipmaps is way beyind my math skills, and also alot more work maybe i will come back to it later on, so far i have managed to get the cube somewhat working and some multitexturing, but still alot of work needed. Its actually quite simple to get the planet its just making it look realistic is the hard part. I have also improved the atmospheric scattering shader a bit, but i cant seem to get the sphere to cull properly im currently working on that , and syncing the clipmap centers too. I have also vastly improved the framerate , by adding some adition optimization to the mesh code.
Sunday, 27 March 2011
Been working Hard
I have been working hard on a new implementation using the paper writen by Malte Clasen and Hand-Christian Hege. Its going well so far, but loadz to go to be ohnest i just got the basic geometry working for now and i am working on the camera stuff then, i will be working on the heightmapping which i am currently dreding as its more dificult then actually creating the mesh lol. Anyways heres some screenshots of my current build.
This implmentation used clipmaps, as in hopes implementation, but using spherical rings instead of rectangles. The textureing system is similar to clipmaps, but needs to be converted over to spherical coords. I am aiming to do almost everything entirely on the GPU, as i think this is the way to go, and as you can see from the framerate so far its the best way to go.
Saturday, 5 February 2011
Multi Texturing and Crators
I have been workin on multitexturing and cratos this wekend the detail is still too low for a full blown planet but its getting there. I will be posting some of the techniques used, when i have got them working to a satifactory point. But for now a little eye candy.
A bit of a muckup with the shaders but got a nice result lol.
Multitexturing fully implemented.
This has been done using the same procedure as last time. Calculate the distance from the center of the sphere, and use that as the height for each texture.
A bit of a muckup with the shaders but got a nice result lol.
Multitexturing fully implemented.
This has been done using the same procedure as last time. Calculate the distance from the center of the sphere, and use that as the height for each texture.
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