Posts

Showing posts from June, 2012

Planetary Engine V3

Image
I have almost completly rewritten the way the planetary engine works and the result are here

Planetary engine update

Image
Both worlds were generated with the same set of textures. So the possibilities will be endless when i will have a true set of textures.

GOL update

I patched a few things in my old GOL running on HLSL and added an instaler this version should not require any aditional instalation. http://www.mediafire.com/?0cuam1tdhrin6gd

Monthly update ... a little late

Image
Late update with alot of new pictures. I brought physic back online and fixed the mesh update system but anyway that way of doing it is lame i'm currently trying to build a spherical heightfield. My neural nets are still online i can now save them and load them back.  The new Particle system using spark (updating to spark 2 broke the traill effect but gave nice explosion effect) I updated my terrain shader with a better normal maping system. I still need to move the normal map generation off the real time shader into the heightmap generation shader. Post processing is also here Bloom+DOF Two video this week the first one is a unexplainable bug that happen when using multi-threaded bullet and ghostObject. The second is the nice particle effect i broke when updating.