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.
I’ve added the following Lens Flare effect. It produces artefacts and then does a shaping effect on them to make them look a little more like they came from a Lens. There’s some chromatic distortion as well.
I found as I learn more about OpenGL and GLSL I find it easier and easier to decipher graphical concepts. So now I’ve managed to completely figure out bloom, HDR and real Atmospheric Scattering. I’ve also completed my Noise Engine for the CPU side of things, I’m looking into doing stuff with compute shaders to […]
I’ve done a bit of refactoring of my UI code and brought it down a few hundred lines of code. I’ve also started noting the performance. Right now, a window with a table and a bit of text and another window with just text gets me around 500-550 fps. This is from a base of […]
I’m pretty sure I’m now 99% complete with the scrolling boxes. There were a couple of bugs; one which was interesting. Because the box essentially draws its contents onto a render texture, the render texture created is the size of the screen. Then, as the box is scrolled, basically the region of this texture that’s […]
I purchased a really cool beta tool called ShaderTool. It let’s you visualize a shader effect. It helped me create this: There’s more I need to do to it. But soon I will have bitchin’ suns in the game.
The UI is coming along nicely (I need to work out how to do animated gifs to show stuff off). It’s widget based with a good input handling system, I just need to work on using several textured quads so that the windows can be styled nicely. I’ve also done a bit of work with […]
I’ve spent the last couple days trying to work out view-space vs world-space and how to incorporate lights into my shaders. It’s been difficult. The concept of a View space vs World space and when to use which is not a simple one. Anyway, I now have materials with specular maps and diffuse maps (and […]
Forgive how horribly stretched it looks, it’s due to the only cubemap of the earth I can find on google being created poorly, not due to my implementation. And here’s that same south pole, you can see how it’s not wedged in, it’s its own full texture. This is a much better result.