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.

Fleet Battles 2015-06-01 23-16-26-14 Fleet Battles 2015-06-01 23-16-45-41

4 Replies to “Graphical Improvements and Terrestrial Planet Generation”

  1. Looks like it’s coming along nicely, The clouds bumpmapping and atmosphere look great from where i’m sitting. Question, are you going to have it so the surface of planets can be visited? Going to look over more then this topic since that might answer my question.

    1. I’ve toyed with the idea of you being able to see the planet surface projected onto a map, kind of like in Galactic Civilisations II. However, because it’s really a grand strategy game, at least that’s the goal, I see no benefit to this. The actual placement of a “factory” for example, really has nothing to do with the grand strategy; all that matters is that the industrial output of that planet is increased.

      I have a feeling you meant like, actually going down and visiting the planet? No. Maybe my next game.

  2. Looked over your concept section. The game is going to be like civ on a space scale, cool. For the planet are you making it from a uv map or is it a noise generated landscape mesh that is divided into 6 sides of a cube then constrained into a sphere?

    1. It’s a noise map.

      However, I still don’t like the bump map look. It’s maybe not apparent in the still images, but when you’re moving around the planet, or as it’s rotating, it’s this really distracting pixellated look. However, you do need to be pretty close to see it.

      So, I’ve been thinking about using adaptive LOD for my spheres, combined with a geometry shader to displace the vertices; rather than bump mapping. I haven’t looked much into this because at the moment I’m looking into down-scaling the GPU requirements. Currently you need OpenGL4+, and it seems most people are still way back on 3+.

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