Posts

Showing posts from January, 2012

███ ████████ ██████ ██████████ ██ ████ ██ ████ ██████████ ██ .███ ███

Image

Lots of new stuf

Image
I added quite a lot of new stuff to my planet renderer first i moved the noise algorythm from the cpu to the gpu the algorythm is still slow but it allow for the generation of 6 height map of 2048*2048 in less time then it took the cpu to generate a single 512*512 map i also completed the implementation of the atmospheric scatering the parameter are a little unbalanced but i though it looked cool I also integrated physic accurate with the mesh using bullet physics here is a short video Sadly i had to disable the physic as bullet does not play wel with shape shifting mesh.

Textured planet

Image
After generating the mesh i started to integrate my perlin height map generator and my terrain splating shader the atmosphere on the last one could look beter but i mesed with the constant and was a little to tired to fix it the three last pictures are all taking that same mountain at diferent distance

Planetary lod

Image
This is my first atempt at a lod system using irrlicht renderer currently i'm using a single octave of perlin noise generated on the fly to build the variation on the surface of my mesh