Just an update to mention that a new post has been added to my blog with information about and images from the procedural planet generator project I'm working on:
http://jwhigham.wordpress.com/2011/02/15/generating-a-lot-of-data/
Here's a taster:
http://jwhigham.wordpress.com/2011/02/15/generating-a-lot-of-data/
Here's a taster:
Just posting a link to the new fully procedurally generated planet project that I've been working on:
Osiris Blog
This is an ongoing project so feel free to follow the RSS feed for new posts as they happen.
cheers
Osiris Blog
This is an ongoing project so feel free to follow the RSS feed for new posts as they happen.
cheers
Continuing the theme of clouds, I've been looking at a few improvements to make the base cloud effect more interesting, so with the texture mapping sorted what else can we do with the clouds? Well because the texture is just a single channel intensity value at the moment we can monkey around with …
Taking a break from hills and valleys, I thought I would have a go at adding some clouds to the otherwise featureless sky around my planets. There are various methods employed by people to simulate, model and render clouds depending on their requirements, some are real-time and some are currently …
Just a short post to point out that Eric Bruneton has uploaded videos of some of his impressive work to YouTube:
http://www.youtube.com/user/ebruneton
It's a testament to the quality of his work that "Rama" is still hypnotically impressive even after all these years.
Eric's website can also be found h…
http://www.youtube.com/user/ebruneton
It's a testament to the quality of his work that "Rama" is still hypnotically impressive even after all these years.
Eric's website can also be found h…
I've been looking at different ways to generate terrain recently with a focus on trying to make something that's a bit more realistic. One of the main problems with Geo's terrain so far is the same problem that most of my previous experiments have suffered from and the same problem you will see on…
(first posted 18th July 2009)
Bit of a milestone today as I've finally gotten round to uploading some screenshots of the Geo project to the Geo Screenshots Page. I've been putting this off day after day even though the small amount of time I have to work on it is gradually resulting in a degree of …
Bit of a milestone today as I've finally gotten round to uploading some screenshots of the Geo project to the Geo Screenshots Page. I've been putting this off day after day even though the small amount of time I have to work on it is gradually resulting in a degree of …
(first posted 1st July 2009)
I thought maybe a bit of a description of how Geo represents it's planetary bodies might be interesting, it will nail it down in black and white for me if no one else anyhow.
As procedural landscapes have been an interest of mine for many years it's no surprise that I've …
I thought maybe a bit of a description of how Geo represents it's planetary bodies might be interesting, it will nail it down in black and white for me if no one else anyhow.
As procedural landscapes have been an interest of mine for many years it's no surprise that I've …
It's been a while since I posted here as the Isis project has been effectively 'parked' for various reasons.
My facinitation with procedurally generated content has not waned however, instead I've put my efforts into creating a dedicated website for my research and experiments, Genesis-Machina.net w…
My facinitation with procedurally generated content has not waned however, instead I've put my efforts into creating a dedicated website for my research and experiments, Genesis-Machina.net w…
Firstly thanks for the positive comments on my last post - as any journaler knows it really does make a huge difference to morale to know people like what you do enough to bother posting some feedback. After the initial work on flora outlined last time, I decided to take a bit of a break from that…
It's been a couple of weeks but in the odd hour I've managed to steal here and there I've been working on the Island's flora rendering, namely trees and some grass. I've been working on a few systems, but the main ones are the leaves for the trees and some grass for on the ground, the leaves are w…
Taking a break from the wet stuff, I've decided to spend some time looking at adding some trees and other flora to the island. After a bit of Google research, I found what appears to be one of the definitive papers on this subject, "Creation and Rendering of Realistic Trees" by Jason Weber and Jos…
All I'm going to talk about today is one little aspect of one part of the world but it's one of those little features that you think you can just drop in but three weeks later realise there's just a bit more to it than you thought.
Before I do though, did you notice the links that have appeared at t…
Before I do though, did you notice the links that have appeared at t…
As my current area of focus is the water effect, I thought a brief synopsis of how it works would be a good exercise; there are several inputs to the water effect, some read by just the pixel shader and some by both the vertex and pixel shader. There is no geometry shader involvement at the moment.…
Welcome to my first Journal post!
I've started this journal to diarise some of the projects that I work on in my spare time to amuse myself and gain exposure to and experience of various game related technologies. Although I spend my days working as a software developer/architect, my day job rarely…
I've started this journal to diarise some of the projects that I work on in my spare time to amuse myself and gain exposure to and experience of various game related technologies. Although I spend my days working as a software developer/architect, my day job rarely…
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