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Lots of new stuf
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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
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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
John Conway's Game of Life HLSL edition
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On my Quest to learn HLSL Shader programing i stubeled upon a blog where some one built an implementation of John Conway's game of life using compute shaders after looking up the rules i though about tryingto build one using pixel shader. here is the result running 1024*1024 at 449 iteration per seconds( i might even be able to get a few more out of it) in my edition the dead cells leave a corps behind that slowly fade the color tel wich rule killed them. it runs on pixel shader 2.0 directx 9 while my hardware run shader model 4.1 i generaly build for the lowest possible hardware. randoom cells can spawn from just about any type of image but if you wanna try to manualy build a cell you will need to edit a file pixel per pixel and the file will need to be exactly 1024*1024 So here is the download link http://www.mediafire.com/?t2ze5jw9q82szcg this version currently require that you install microsoft visual C++ redistribuable here are the links for the downl...
Atmospheric Scattering
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here comes atmospheric scattering this implementation is based on Sean O'Neil openGL implementation wich has been ported to directx for ogre by HexiDave . The original converted implementation was vertex shader based for mie and rayleight color calculation and mixed them in pixel shader to try to obtain a smooth result this made sens when Sean O'Neil implemented it on the merly begning graphic hardware but it gave horrible artifact unless you have a over tesselated sphere irrlicht's 256 polygon sphere were just not cutting it. So i updated the code to make all the calcultations in pixel shader giving a much smoother result independent of the poly count of the sphere. And for the sake of it a nice sunrise at 1920x1080 (i can't take screen shot in full screen -.-) I just need to verify the license and i will release the completed shader code with constant what is messing and why you most likely are not getting it to work in case you stumbled on my ...