Posts

Showing posts with the label HLSL Perlin Noise

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.

Continents test

Image
i'm currently trying to implement continent. But there is no nice picture of it so instead here is a video.

Planetary Engine v3 : floating point heightmap, clouds , lensflare

Image
This is my first and very basic atempt to add clouds to my planetary renderer. i'm only using a very simple cloud sphere. I finaly got around fixing the issue i had with TBW's sunflare scene node

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.

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.