Multithreading

I’ve now completed some additional engine work and implemented some architectural changes. The “Engine” is now decoupled quite a bit from the other components. So at the moment I have: SDLGLHandler  which manages the creation and management of the SDL_Window*  and the SDL_GLContext* . Essentially this does the buffer swapping, it also applies a spaceengine::PostProcessingEffectChain to the […]

Graphical Improvements and Terrestrial Planet Generation

I’ve been working some more on graphics for my randomly generated terrestrial planet. I’ve now implemented a bump map. I’m not 100% happy with the effect, it’s really very blocky, but I think it will do for now. There might be some tricks I can do like bi-cubic sampling the height-field or something like that.