Lava lakes ocean on any other kind of lava now properly glow. When bloom is enabeled the effect is pretty impressive It's been a while since the last update but I have been quite busy so no I'm not dead and the project I still going on
I spent some time recently updating both my galaxy renderer and the planetary renderer i added particle to render the billions of star that we see but cannot distinguish and also for the dust that block the view I implemented rendering to the sky box so now the skybox of every new starsystem is unique and generated on the fly by the renderer to match the view from the specific solar system I also added a methode to allow rendering of black holes and other non star object from the galaxie view ]
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.
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.
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
Long time since last post but i'm still working today i moved the perlin noise algorithm from flat 2d to 3d and made it generate a cube map i also updated the whole system now each planetary body is gonna be an attractor and apply a force on every other body around,