Posts

Procedural Starfield,GasGiant.

Image
I finaly implemented procedural star field generation for now i simply render the galaxy view from the star position to 6 texture and apply them to a skybox. i will add some more processing to the images generated as it's static it's better look good             I Started working on a gas giant renderer. Right now this is only a data map that will tell the shader wich gas to render where but i though it looked good enough to show it.     And a non gaian planet with a particle ring.         

Tatooine is that you?

Image
  Ever wondered what the sky would look like with more then one sun?         Of course the shader is not yet complete but i could not resist puting a teaser of what i'm working on up.

Procedural Galaxy

Image
The reason i was not posting much over here is that i got busy coding my galaxy generator those who looked at my youtube channel already know this     These two picture have been generated by forcing my occtre to generate all stars in levels 0 to 3 and render them over sized this shows only O,B,A classes stars but allow us to see the shape of the galaxy. These pictures should contain about 10 50 thoushand stars.      And this is what a typical star sky would look like in my galaxy.       Of course nebulae and other objects are not yet implemented i hoped i would finish my cloud rendering system but it's eating much more time then i expected so i'm posting these a head of time keep in mind that these sytems are not ready.     I experimented a bit with planetary rings i just have to implement a better rendering technique from close and individual asteroids generations.   ...

Instancing in rrlicht

Image
    Looks like instancing will finaly have a chance to get implemented in irrlicht       Here it is 5000 sphere individualy animated and rendered in irrlicht. I'm uploading the patch Uploaded http://www.mediafire.com/?qv441dv4anp2jjo 

The shape of things to come

Image
  I titeled this post the shape of things to come for several reason. the first i finaly got over my laziness and implemented per planet parameters for several of my shaders wich is setting the way for procedural generation of entire solar system proceduraly.         The second reason is i finally dropped trying to implement dx11 on the FVF and started imeplmenting it straight on irrlicht 1.8 the result is irrlicht runing on dx11 and runing a cheap geometry instancing.                

Zoom in

Image
I Have finally finished fix the issue i had with normal mapping and specular   This is a couple picture i took as i was zooming in on a planet                 This is the procedural star shader i started working on.      

Planetary Engine V3: Continents and Vertex Texture

Image
I finaly implemented a basic continental line I also took the ocasion to fix an issue that caused the first texture to get erased when the device was initialised.  I also implemented vertex texture fetch for irrlicht  dx9 driver. There is not much diference it's only much faster when generating the mesh.