Posts

Planetary Engine V3

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

Planetary engine update

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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

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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.

For the LULZ

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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.