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| Some recent topics started on our forums | |
| Procedural planet texture part 2 | Last week I have implemented some cool new effects to the engine. Basically it's some post processing such as glow and motion blur. But in the background there is a nice threaded texture generator, that generates planet textures while the player move... |
| Posted April 23, 2007 11:54:14 PM | |
| Procedural planet textures | I hope you like them, they are still early stage. But there should be a significant increase before summer 2007. :) They are all generated procedurally on different resolutions. Textures are generated at runtime, resolutions are based on... |
| Posted December 1, 2006 11:32:11 AM | |
| Procedural textures / displacements | Hi all. This is my first adventure into the world of procedural modeling and texturing. It's yet another wannabe synthetic planetery engine. Sofar i am only experimenting with perlin noise, but hope to get some real results it in the near future... |
| Posted January 24, 2006 8:19:07 AM | |
| Procedural approach | I would be interrested in ideas on procedural modelling, and everything related to the procedural topic that is done in real time. I love the idea of a MMOG that sends minimal data through the network, and still get a huge procedural but very r... |
| Posted November 14, 2005 6:46:29 AM | |
| Why move to DirectX9 ? | What are the features Dx9 has extra compared to Dx8? I am just curious why everyone is moving to DirectX9 and why is it called "managed directx" ? I have downloaded the Dx9SDK, but only looked at the samples sofar, which seemed the same they hav... |
| Posted September 21, 2005 5:15:30 AM | |
| GeForceFX stripped to the bone | Hi Does anyone know where I could find some real documentation about the GeForceFX chip ? I am especially interrested in the register description, and everything related to the GPU as low level as possible. I am looking for something stripped t... |
| Posted November 23, 2004 3:38:02 AM | |
| Bezier curves | I have a task to connect two bezier curves. What are bezier curves? Where can I find theory on bezier curves, and how do I connect them ? Also, could someone point me to some examples (preferrably with source code) ? |
| Posted June 6, 2004 3:42:29 PM | |
| Function separator line in a RichTextBox | I am trying to implement a small procedure, that would add a horizontal line in a rich textbox. The line should be similar to the one in VB6. It should not be copy-able, it should simply just have to be a visible line. |
| Posted April 20, 2004 12:14:33 PM | |
| Visual Basic or C++ ? | I’ve been coding games for quite a time using Visual Basic. But going commercial, at some firms would require a good understanding of developing games in C++. I would like to ask you guys to post comments, pro or against the concept of making... |
| Posted December 13, 2003 6:03:00 AM | |
| Take a look at this artifact ? | I know it’s probably my fault, so i need some help on this one: Screenshots |
| Posted December 9, 2003 4:28:30 AM | |
| View All Topics Started By This User | |
| Some recent replies made on our forums | |
| Procedural planet texture part 2 | Ok. Here is the first demo. It is not the official one, but a pre-pre demo release . It does not yet feature all the things i have work in progress, but it shows the basic functions. Read the readme file first!! DOWNLOAD THE DEMO This... |
| Posted May 11, 2007 1:27:36 PM | |
| Procedural planet texture part 2 | Careful about my "atmosphere" implementation: it's a very cheap technique, that only works for planets viewed from outer-space! I am using a blank untextured sphere (white color) that is slightly bigger then the planet I am rendering. Next I... |
| Posted May 11, 2007 12:10:16 PM | |
| Procedural planet texture part 2 | - I am using a modified version of libNoise - The textures are based mainly on distance, and there are 10 levels of generation that varry both on resolution and octave count. - There is also a basic caching function, that stores textures... |
| Posted May 6, 2007 6:22:13 AM | |
| Procedural planet texture part 2 | The stars in the background: - I Disable the Z-buffer - I use a big sphere around the player, that is textured with a procedural texture, using very low shades of blue colors for the gradient. - Next I render a set of random points for the static... |
| Posted April 24, 2007 10:39:33 AM | |
| Procedural planet textures | Sure. I am using the code to generate Perline noise mostly from the explanations found at libnoise.sourceforge.net. You have an opensource noise library there. From there you have to read a bit about perlin noise and general procedural techniques... |
| Posted December 4, 2006 6:42:01 AM | |
| Procedural planet textures | 1. The maximum level is based on distance: "The closer you get the bigger the texture resolution and the more octaves to generate it" 2. Not yet. I am still experimenting with the building of the planet texture. But its a good idea, thanks. I... |
| Posted December 2, 2006 10:08:12 AM | |
| Procedural textures / displacements | The clouds, just like the stars where an experiment. I use a color-gradient, to map heights to colors. I have several gradients to compose the land and. The experiment was to change the land gradient to a gradient that features a white transition and... |
| Posted January 27, 2006 5:05:50 PM | |
| Procedural textures / displacements | Btw: I also have an idea for a possible game using a cartoonish-procedural unvierse, and thats why i did the exagerated displacements. Spoore looks funn :D And am looking forward to read more about the simplex noise functions. I read perlins docs... |
| Posted January 27, 2006 3:54:31 PM | |
| Procedural textures / displacements | Thanks for the replys. The project / experiment is still in it's eraly infancy stage, where i am trying to get a feel of how to control the noise functions. Im trying to create a way to dynamically connect several noise modules. I actualy got the... |
| Posted January 27, 2006 3:51:58 PM | |
| Procedural approach | Hehe, thanks, i already read those topics, including Ysaneya's work, which i follow with great interrest. To be honest with you, it was the ImageOfTheDay section featuring Ysaneya's work that ignited my quest for procedural approaches, and im excited... |
| Posted November 14, 2005 10:35:26 AM | |
| View All Replies Made By This User | |