Code inspiration and rendering resource

impaktor
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Re: Code inspiration and rendering resource

Post by impaktor »

impaktor
Posts: 908
Joined: Fri Dec 20, 2013 9:54 am
Location: Tellus
Contact:

Re: Code inspiration and rendering resource

Post by impaktor »

impaktor
Posts: 908
Joined: Fri Dec 20, 2013 9:54 am
Location: Tellus
Contact:

Re: Code inspiration and rendering resource

Post by impaktor »

"Could ImGUI be the future of GUIs?"
https://games.greggman.com/game/imgui-future/
impaktor
Posts: 908
Joined: Fri Dec 20, 2013 9:54 am
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Re: Code inspiration and rendering resource

Post by impaktor »

If it turns out to be a rainy summer, then this looks interesting (at least to a hack like me):
"Modern C++ for C Programmers: introduction"
https://ds9a.nl/articles/posts/cpp-intro/
FluffyFreak
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Re: Code inspiration and rendering resource

Post by FluffyFreak »

I live in Britain, it's always a rainy summer :D
sturnclaw
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Joined: Tue Sep 18, 2018 12:20 am

Re: Code inspiration and rendering resource

Post by sturnclaw »

These have likely been posted before, but here's a really useful resource about better tree rendering which we'll definitely want to implement or crib from when we do planetary foliage: http://graphics.uni-konstanz.de/publika ... oliage.pdf. There's also this blog which I know has been posted before but I can't find in this thread, with a number of really nice posts about procedural planet generation.
sturnclaw
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Joined: Tue Sep 18, 2018 12:20 am

Re: Code inspiration and rendering resource

Post by sturnclaw »

Additionally, here's an implementation resource on VSM (variance shadow maps), an alternative to PCF soft-shadowing. https://www.fabiensanglard.net/shadowmappingVSM/
sturnclaw
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Re: Code inspiration and rendering resource

Post by sturnclaw »

I've got a really nice, completely incomprehensible post on better terrain texturing that we really should use if it's as cheap as I think it is: http://johnwhigham.blogspot.com/2015/03 ... pping.html describes using a derivative map for better procedural surface normal variation on planets. If I'm reading it right, this should give us better, more natural looking slope blending, and help compensate for our relatively simple terrain generation.

I've also found yet another resource, this time a very nice one on procedural trees. It also comes with yet another blog post on putting it to work... @FluffyFreak, I think you're going to have no free time for several months after you get done with planet texturing at this rate :P

This tree code *should* allow us to procedurally generate different-looking tree algorithms for each planet type / biome type; with enough tweaking we could possibly get 'alien' trees for habitable planets far beyond the populated bubble.

I'll keep my eyes out for resources on procedurally generating planetary features like rock outcroppings for the more barren / lifeless planets.
impaktor
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Re: Code inspiration and rendering resource

Post by impaktor »

Maybe we've already posted this, but it was on Hacker News lately, on terrain generation with 20 lines of code:
https://github.com/s-macke/VoxelSpace
FluffyFreak
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Re: Code inspiration and rendering resource

Post by FluffyFreak »

Reverse engineering the rendering of The Witcher 3
https://astralcode.blogspot.com/2018/11 ... ng-of.html
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